255,296 Commits over 3,990 Days - 2.67cph!
TypeLibrary initialize optimizations (5x faster)
Made ReflectionCache redundant, deleted
Fix reverb bake using an incorrect source count
merge from hapis_conversion
Reverted launch site & miltun updates from latest (startup debug)
Still enabled all the previously disabled groups within them, as those are probably harmless.
Initial commit
Initial commit
Remove any other references to a 2D transformation buffer, make transformations use CUtlMemory for cleaner memory lifetime
Further refactoring
Log manager takes node location instead of node id so clicking a log always takes us to the correct place
Show the top level widget of current visualization even if the current entry view rect is invalid, should stop all flickering when going to different node locations
Finish up probe batch serialization
Probe reading, corruption checking/testing, prevent old steam audio files from loading probes
Backup 2022/05/26 06:50:00 UTC
Bake reverb to the new format now
merge from sav225 - Staging wipe
merge from hapis_conversion
Added missing collider material to a few shipping container prefabs
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Probe settings, better distinction between pathing & reverb
Improve file validation & change header format slightly for futureproofing
Baked format versioning, reverb settings. Bump up baked settings from 8096 rays to
32768 as a default
Shrank the front ladder volumes so the player doesn't get caught on them so much. Added ladder volume to the rear ladder.
Merge from static_building_parts
Don't add nexus.redirect servers to the player's server history
Add an option in the editor to change all nexus.redirect calls to localhost for debugging
Fix connection and loading screens not refreshing server info correctly sometimes
More setup. Can mount, add fuel etc. Manifest update.
Rename TrainEngine to Locomotive
More setup, item, mounting. Reduced above-ground WorkCart power now that we have the locomotive.
Set up collision triggers, hurt trigger, nav obstacle, fuel storage
Backup 2022/05/26 00:50:00 UTC
Detail collider setup done (much simpler as we can use the mesh collider for most of it)
Beginning setup of an entity for the big train engine. World colliders done.
Fixed wrong workcart health value
Block material copy on WorkCart truck gibs
Fixed forests not properly spawning in the far-eastern snowy areas.
Temporarily disabled some troublesome AI related things.
Fixed WorkCart glass visuals being active (returned to having no glass)
Fixed possible exception in ToTitleCase()
Comment out trigger disable cvar for now
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again
Merge branch 'master' of github.com:Facepunch/sbox
Merge branch 'master' of sbox
Fixed MinMaxAttribute not working in Hammer
Fix static/dynamic colors not working on [EditorModel] ( This is only used for light modes, weird fucking place? )
No point in having EnvironmentLightEntity derive from ModelEntity
Hammer property titles once again generate with spaces
[HideInEditor] works on asset properties
Give [GameResource] a default question_mark icon so it's not null by default (also fix DrawMaterialIcon shitting the bed with null)
Fix classes with [Net] malfunctioning if they have child classes
Add TypeLibrary.FindStaticMethods
Add PropertyDescription
Fix MenuAttribute
Support copying graphemes outside TextEntry too
Improve console text selection
Improve behaviour of label selection if drag rect is negative size
Add GameResource to Recent opened list when saving in inspector
Add GameResourceEditor
Fix Replicated ConVar's not replicating locally
Fixed certain types being displayed as structs in Inspector
Namely double and int64
Fixed non public methods not working as Hammer inputs
Trim all the unused addon stuff out of IApplication etc
Fix error in JsonSerializerOptionsUpgrader on hotload
Don't give alternate flags when querying DX11 display mode list
Fix crash when registering the minidump handler due to addon stuff being removed
Fixed verbose hotload log formatting
Improve tonemap controller preview in Hammer
Pain day 3 for game template
Network Client.IsUsingVR
New Outfit Piece! - Summer Shorts
New outfit for a hot day out for terry, as well as some needed adjustments to the leather gloves skinning and rigging.
Summer shorts also have LODs.
https://files.facepunch.com/daniel/1b2411b1/Photoshop_4cUauBlWsq.jpg
Make [UseTemplate] work properly on consolidated builds (used for s&works) - instead of the generator trying to guess root directories feed it a map of physical paths -> virtual paths for all the cs files
Fixed MinMaxAttribute using min as max in Hammer
Display( Description = .. to Description( .. in engine
Merge in drawhud
Draw2D.TextSize returns a Rect
Vector3.ToScreen can take a ScreenSize, returns nullable Vector2
Citizen/animgraph: second draft of big weapon branch refactor
intercom
pallet - tweaks
fixed broken normal map on pallet
Revert changes to SetupPhysicsFromUnscaledModel - Some users have been reporting overlap tests etc sometimes failing. This change was to fix slow downs when loading maps with triggers covering the map, the fixes were only needed on the trigger entity, not native code
Remove vconsole tools we're definitely never gonna use
.. and some more
Fix clothes showing in wardrobe multiple times
Add morph inheriting for in game models
Mouse wheel zoom in and out of face on avatar dresser
LOD override dropdown
Add sbox_feature_inheritlods
Update material icons
Balaclava LOD fixes
Fixes to Lods so no longer clipping in the head model!
Add clear context menu to asset property
Add DressSceneObject to ClothingContainer, to condense code repetition
SceneObject can replace materials based on attribute value
Clothing has EyeMaterial
Add gown clothing item
Add replacement attribute to citizen skin/eyes
Fix skins to use new system
Allow right click > open in editor for asset properties
Delete junk
Fix dress layers
Skin5 eyes
Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting
& more comments
Fix NRE in WaterController if PhysicsGroup is not valid
Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab
Added failing hotload test for static initonly HashSets
Added ConcurrentQueueUpgrader
Fixed in-place hotload of a HashSet<T>
Allow individual types to be added to hotload SkipUpgrader
Skip hotload for types in System.Net.Http and System.Text.RegularExpressions
Fixed some false negatives when checking if a type is blittable
Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader
Only start addon worker threads when first needed
Make sure hotload verbose log works with and without -tools
Cache which static fields need to be watched in hotload
Some extra timing info for hotload
Added InstanceUpgrader.GetUpgraderOrDefault<T>()
DefaultUpgrader field caching, now uses auto-skip
Update groups.vgc
Added networked attribute based material replacement to ModelEntity
Don't force GC collect on hotload, since we're doing it 3x for every compile
More persistent caching between hotloads
HotloadManager name consistency
More timings
Revert "Disabled transform structured buffer by default, will be reenabled soon"
This reverts commit 72c3854218d52e769ba267ad84d8e6e0394e7f22.
Fix instance ID buffer on structured buffers
Reenable multiview instancing on shader
Update core shaders with structured buffers
Cleanup some things and set baseline before major transformation logic refactor
Part 2 of baseline cleanup
Merge branch 'structured-transforms' of sbox into structured-transforms
Remove m_transformAllocator, trim most redundant code out of transfomation