253,069 Commits over 3,990 Days - 2.64cph!
Backwards compatibility for Light
SceneObject registers handle
Move SceneModel to Engine
InitAnimGraph ( avatar on menu screen works again )
Add Global.SceneWorld, Global.SceneWorldDebug
Call GameLoop.OnWorldSession when worldsession available
Light becomes SceneLight, AnimSceneObject becomes SceneModel
Use a better cvar name for reflections
Rebuild sbox_glass, recompile glass material
Return Task instead of void
Add ability to toggle SDF reflections in the settings menu
true & false are now valid values for convars
Show jump strength indicator underneath player for now
Don't perform a mesh build if any adjacent neighbour chunks are still updating
Ensure that the full update task is not running before rebuilding mesh
Fix
Tutorial mode: glow around pedal during perfect pedal timeframe
Testing some stuff
Everything seems to be running with threaded tasks pretty well now. Don't allow the player to move if they're in a chunk that hasn't had collisions updated yet.
Merge pull request #3 from Facepunch/threads
Removed Block Slice Stuff / Perform Threaded Chunk Updates
Everything seems to be running with threaded tasks pretty well now. Don't allow the player to move if they're in a chunk that hasn't had collisions updated yet.
Prompt to join tutorial first time somebody plays
Rework perfect pedal timing
Tutorial mode convar
Look for tutorial map before trying to show prompt
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update prefab name in uf_tutorial
add light prefab for uf_tutorial
Fixed a crash when trying to play bad ADPCM wav files
Make IgnoreAssetDirectory more robust so it doesn't ignore folders like "objects" because it has "obj" in the string
Fixed vgui_slideshow_display crashing the game without materials to display
Animgraph: Allow zooming while dragging a connection
Fixed selfillum bleeding on studio light projector
Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr
Added EntityManager.CleanUpMap( filter )
Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup]
Added EntityManager.DefaultCleanupFilter
Transition SceneObject to Engine
Update uf_playground.vmap
Stubbed out QBrush and QPen so we don't actually use them
Rename CDataModel to CManagedDataModel because it's creating confusing conflicts
Added SceneWidget
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Added support for sending many chunks at once compressed. Removed support to show back faces for now (need to solve z-fighting.)
Supermarket scene update
Material tweaks to make everything more consistent
Separate material for backfacing glass
Supermarket lighting and dimming volumes prefab
Flickering light prefab for office ceiling lights
Fixed ArgDelegate.FromInterop ignoring the second argument for native code
Fixed obsolete warning in AnimEntity
Updated Citizen source files
Initial resolution scaler
Added BlockType.CullBackFaces and don't cull back faces for leaf blocks
Add Label.Indent, Label.Margin, Label.Alignment
Add AssetType.Icon128
Add Widget.ReadOnly
Add OneWayBind
Added Asset.Compile()
Asset Inspector basics
Cleanup texture builders to reduce loads of code duplication
Bring Texture3d, TextureArray & TextureCube builders extra properties
Make Texture2DBuilder a struct
Generic gibs are now based on the entity's physics material
Moved generic gibs and added break sound to Surface asset
Added PhysicsBody.GetDominantSurface, PhysicsShape.SurfaceMaterial and Surface.GetRandomGib
Allow breakable glass to use assigned UV mapping (requires map entity recompile)
Fix glass texture coords when breaking shards that have moved away from the panel
Whitelist System.Half
Fix base shader not compiling
Fix alpha testing for shaders
Allow foliage shader to be compiled again
Don't bother trying to compile 32 bit PCM so you don't damage your ears if you try
Merge pull request #168 from Facepunch/texture-builder
Cleanup texture builders to reduce loads of code duplication
Create Developer-GenerateSolutions.bat
Completely removed vscript from anim system
Update Developer-GenerateSolutions.bat
Few more script references in anim projects
Remove WithMips for texture cube for the time being
Add constructor parameters for CreateCube & CreateArray
Remove anonymous param from Texture Finish
Create WithAnonymous for textures instead of passing it as a parameter to Texture Finish
Remove anything marked as [Obsolete] 3+ months ago
Obsolete Entity.EyePos/Rot => Entity.EyePosition/Rotation
delete some legacy c++ concommands: god, say, give, etc. these didn't work anyway and if they should work they should be done in c#
reimplement cl_showpos in c# so it uses the pawn, remove cl_showfps (there's much better ways to see it now)
Fix compile error and strip Panorama stuff from the particle host
Remove more legacy player concommands and whatevers left of impulse
remove env_message
Allow menu tasks to persist between sessions
string.QuoteSafe takes a bool, if true the quotes are optional
DataNode sorts children on creation (fixes no children)
Make scrollbar more apparent (todo make qt scrollbars all hover type)
Added LocalAddon GetRootPath(), GetCodePath(), GetAssetsPath()
Fixed QuoteSafe not handling empty/null strings
Bind listview/treeview activated
Add TreeView.SetExpanded
Less abrasive qt errors/warnings
Get access to MRU assets from c#
Allow @ in QuoteSafe
Add DataNode.RemoveAllChildren
Add TreeView.Indentation
Asset Browser has filters etc
If filtering by recent, then order by recent
WheelEvent has HasAlt, HasCtrl, HasShift
Ctrl wheel in asset list changes list type/icon size
Add "Everything" category
Add toggle for recursive folders
Add TaskCanceledException to whitelist
Put it where it belongs
Access to AssetType
Initialize interop to nullptr
Packaged games properly update their hash for networking, fixes net vars in packaged games
Add "content" addon type
Update addon list on asset browser when they change
Addon switcher shows paths
TreeNodes support context menus, added context menus to asset browser folders
Create in folder options
Updated Citizen blendshapes. Updated Citizen AO now you can sometimes see the inner lip
Merge branch 'master' of sbox
Loading screen can access game/map packages
Don't let Hotload see some sensitive fields
Merge branch 'master' into hotload-api
Don't let Hotload see some sensitive fields
IHotloadManaged.Destroyed() now passes in a dictionary ready for use
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