256,090 Commits over 3,990 Days - 2.67cph!
Small furnace missing controls
Hardcode entity names in panels & remove auto updating panel name
wall letter box - removed excess dirt from inside
Merge branch 'master' of sbox
Show the player position on the nexus map and make it support focusing on the player
Slit effects into 2 volumes. Blending grading and bloom strength based on depth, blur, wiggle and line and masked out based water level mask.
No terrain blend variant of the snow pile material.
Hoodie LODs + Skinning Adjustments
Some smaller adjustments to the Hoodie. LODs all submitted. As well as some small adjustments to the textures.
Backup 2022/07/12 15:50:00 UTC
Backup in case this is dumb
Throw an error if can't load rendersystem instead of falling back to empty
StructProperty uses displayinfo if available instead of struct's ToString
Create RotationProperty.cs
Fix PropertySheet showing properties it shouldn't
EntityInspector start
Fixed LineEdit updating while editing
CanEdit falls back to base classes/interfaces
Add constructors for Rotation
Hide a load of entity properties that we won't ever want to edit
Cleanup
wall letter box - texture tweaks
Merge branch 'master' of sbox
Animgraph: Fix condition sorting (again)
Set secondary colliders for stairs in the cargo ships / this should fix the issue of bullets not passing through the gaps in the stairs
Add ComboBox.Count
If we've got absolutely no valid configs, generate one
Remove minimum size from launcher, add margin, validate SelectedConfig when buttons get updated
Scene backup/south tunnel
Fix Spritecard not clipping through user clip planes (Fixes physgun beam reflecting through water)
Upgrade d3dcompiler library for client loading, fix reflection with version v7
Fixes and tidy up. Added keywords for some quality settings.
Animgraph: Fix condition sorting
Launcher (#355)
* Add Launcher widget to the Editor, lists active addons for you to launch into without having to use the main game UI
* Can also create your own configs
* Set active gamemode on launcher config update - Hammer "Load in engine after building" will pick from Launcher
https://files.facepunch.com/devultj/1b1211b1/178105449-7c4e6231-3c2a-4567-b0af-5aed3799578e.mp4
Fixed ConfigEditor viewing configs twice on startup
We've already got the newly added config here, don't bother with Configs.Last
Updated procgen demo to strip out voxel lighting / sun propagation feature
Strip out voxel lighting support from shader as well
Stash test
Completely strip out voxel lighting (torch light, sunlight propagation) it's more trouble than it's worth
Merge pull request #2 from Facepunch/tests
Tests
Completely strip out voxel lighting (torch light, sunlight propagation) it's more trouble than it's worth
Right clicking error gives you a context menu of Open in Code Editor or Copy Error
Double line errors, path at bottom, more space for error at top. Make the colours less harsh (probs need more tweaking)
https://files.facepunch.com/matt/1b1211b1/sbox_yu3L3pwgEx.png
Get the right line numbers w/ mapped spans, make sure we +1 too
In tools mode don't spam the console log with compile errors
Set active gamemode on launcher config update
Hammer "Load in engine after building" will pick from Launcher this way
Backup 2022/07/12 09:44:25 UTC
Initial work for single pass downsampling
Iterate on single pass downsampler
Add support to bind render buffers to attribute
Initial work for GenerateMips and RenderBuffer support on managed code
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ConsoleSystem camphysicalfocallength default fix
Disable the shunt buttons and show a different interaction UI if the train is moving (only allow shunting when the train is not moving).
Consolidated locomotive light LODs into the main LODGroup
Set up the Locomotive lights to match Petur's spec:
- Main white headlights (controlled with the headlight key)
- Small white lights on the side of the train that's heading towards you
- Small red lights on the side of the train that's heading away
- Small green lights if the train is stationary
Move clearugcentity to global namespace
Add global.getugcinfo convar for retrieving all info (editing history, crcs, content type) from entities
GameUI/MenuUI changes that Unity wants to do
Parse map metadata from the nexus
Automatically show details for the zone in view on the nexus map
Add server.clearugcentity convar, when provided an entity id it will delete any user generated content from that entity (can be used via rcon and will work for any entity that's compatible with the admin browser)
Offensive content report dialog now finds the UGC content closest to the centre of the screen (so it can be uploaded with the report)
Add Use Voxel Lighting feature to voxel shaders (turn it off). Don't enable Voxel Lighting for Core Wars, it's currently shit and in very rare circumstances it just doesn't work properly. Disable it completely until I can get it to work 100% of the time.
Adjusted vacuum height on the loot wagon
Add EnableVoxelLighting to VoxelWorld