244,455 Commits over 3,898 Days - 2.61cph!
Run WrapSet and WrapGet if both are specified. When passing to static callback always pass propertyName or methodName as fully qualified name.
Support type argument for return type and Func param
Nicer error when can't find type to invoke on for passed callback name
CodeGeneratorFlags/CodeGeneratorAttribute renaming
Minor glossary of differences we keep with upstream rendersystemvulkan
Fix inspector NRE when hotloading
Don't fullbright scene thumbnails with lights
Iterate components using a function and prune out nulls that are littered by hotload
Remove native SetupStereoFrustums
Remove unused camerarenderer stage
RenderStereo uses correct view flags etc., clean up
Reduce default max_fps to 150
There's no reason to have it at 300 by default
Add a hack for $alphatest 1 displacements not having collisions
$alphatest 1 brushes are considered "windows" and are non solid, but it doesn't make sense for displacements.
Rename CS:GO mountable game to mention the legacy branch
I am not sure we should keep it, might just leave this to mount.cfg
Fixed blendable textures on a brush being inverted in Hammer
i.e. not appearing like they do in-game.
Wrap exceptions thrown when invoking nodes
Allow DeclaringType to be optional in instance property get / set
Revert this, it cocks everything up, find a different way
Calculate mass for all bodies, not just dynamic, our API relies on it
Merge from shader-stdblends-extended
Fixed errors when opening "Rust/Standard Terrain Blend" material inspector
Oops, wouldn't have worked, now it does
Merge from shader-stdblends-extended
Added strength control sliders to "Apply Vertex ..." properties in Rust/Standard shader set
Traces get start solid from solver, not fraction being zero
Added bindsubsurfaceprofile to Dracula Mask
Updated SSS mask texture
Cast callbacks calls world ShouldHit, does some extra checking for static/dynamic
Changed graphics quality names
Added metal_trim_rust_01 + iron_trim_01
https://files.facepunch.com/jason/1b1111b1/opera_8sRndSQDk8.png
https://files.facepunch.com/jason/1b1111b1/Adobe_Substance_3D_Painter_2KHTC6LJIR.png
Created and Added Bath Tub Planter Icon
exported basic new player anims first pass and updated the playeranimation.contoller
Added early model to rocking chair.
Dracula cape/mask cinematic assets
Expanded "Apply Vertex Alpha" to optionally affect AO
Remove references to vphysics2
Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
New rendersystem interface bits
Base rendersystem updates
Sync rendersystemempty w/ public
Partial update rendersystemdx11
scenesystem updates
rendersystemvulkan bits and bobs
When instantiating a prefab, mark it as such
Draw prefab instances differently in the scene view
Create prefab_test.scene
Prefabs save a lut from prefab object id to instance object id
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Updated ActionJigs
Some more node types
Support deserializing system types if TypeLibrary is okay with them
Error messages in node tool tips
Added GraphView.GetRelevantNodes
Node graph HandleConfig refactor
Allow arbitrary nesting in node creation context menu
Default handle color tweak
Update Facepunch.ActionJigs
Hotload: fix before / after constraints on upgrader ordering
TypeLibrary.GetSerializedObject overload accepting a getter
Add [Flags] to DockProperty
Constant nodes
Node interface tweaks
Update() node UI after Layout() calls
Update ActionJigs
Try to get nodes to redraw on change
Post-rebase fixes I missed
Remove references to vphysics2
Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
New Outfit Piece! - Hair Net
https://files.facepunch.com/daniel/1b1111b1/sbox-dev_0eon8tFPlK.jpg
Now you can dress up as a fry cook at a fast food restaurant.
LODs coming asap!
Added code for Rocking Chair
Ghost sheet no longer removes torso (so underwear can be worn underneath)
stake - updated prefabs & positioning after model updates
Save pre velocity for intersection notifications
Testing method for creating a decal in scene worlds
Support body inertia scale
For aggregate CheckShapeOverlap, just use CastShape, that will handle meshes for us
Fix body CheckOverlap, switch the test around when the shape is a mesh
added female GhostSheet model
Highlight asset list folder when selected
Fix baseitemwidget drag hover and drag drop logic being backwards
Weapon racks can force a rotation.
Weapon racks can be set to create pegs or not.
Get rid of unused overlap and sweep functions from interface
Aggregate CheckShapeOverlap, skip meshes for now
Merge from shader-stdblends-extended
Initial managed VR / stereo rendering logic
Remove tracked device debug spew
SceneCamera.RenderStereo, allow eye targeting
Build & override camera frustum based on params provided by steamvr
Clean up unused shit
Updated Bath Tub FBX Scaling
Resolved incompatibility with $BlendModulateTexture and $detail
Give sk_ally_regen_time a minimum value of 0.01 to avoid division by 0
And subsequent freezes due to infinite loops
Lazily fix props with VortWarp shader crashing when entering water
Don't try to make Application.CursorPosition fractional (fixes not being able to click on stuff on another monitor)
Add Application.CursorDelta to make having a smooth cursor delta easier with a highdpi monitor
Use CursorDelta in SceneEditor first person camera
Test rack item.
More wip.