253,068 Commits over 3,990 Days - 2.64cph!
[Net] codegen, use the ISymbol to get attributes instead of the syntax node so you can use the FQN and not have it silently do nothing
Fix access violation crash in NetWrite.SendRpc on invalid entities
Removing unsused vwatch, item_editor, etc
Hammer: Fix width and height labels on worldspace selection box
Removing unused workshoptools, workshopadmin, workshopmanager, workshoptoolutils
Added cl_hotload_log and sv_hotload_log console vars
Fixed block slices not updating properly when an opaque block is removed next to a translucent one
Merge branch 'main' of sbox-corewars
Interopgen - run in parallel
cherry picking
68669 - Skin bundle update
Make Texture2DBuilder a struct
Replace Hammer::CreateMenus with Hammer::WindowInit
Disable ToolRenderContext
Commenting this out for this PR. Here's the issue with doing it like this. You're passing a struct down to addons, which can then be copied, which will copy the CToolRenderContext pointer. Which means you've lost control of it. That could lead to the situation where people are saving the struct somewhere and using it after the native pointer is dead. This is why where possible I've preferred the globals (Paint, Render) and protecting the pointer by nulling it when out of scope. This needs more thought on how it'd work for multiple views etc.
CFramelessMainWindow stores its managed handle
Adding a procgen specific railroad segment model. LODs are specifically keeping more segments than static counterpart to retain curve bending.
Allow lighting to be fetched from z chunks
Initial tests (don't get too excited, this is never going to work)
Fix broken unit tests
Refactoring tests into multiple projects
Add test step
Pull request ci
added lights to the makeshift snowmobile, both front lights and a rear break light.
lods, textures and materials. Updated prefab
Add missing interop includes
Bring Texture3d, TextureArray & TextureCube builders extra properties
FPArms: fixed animations not playing in-game & minor skinning tweaks on the wrists
Fixes to studio light projector
Import phys hull by element and split the projector panes hulls
Added a material group
Cleanup texture builders to reduce loads of code duplication
Studio light projector files
Hammer: Add support for world space box selection for 2d views https://files.facepunch.com/layla/1b0911b1/sbox_oC6MhRldDQ.png
Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once
Up our shader ABI, document changes, and rename elements of that enum to better clarify
Revert snowmobile seat view angles
Disable body mesh when looking too far away from forward (similar to alt look mesh cut off)
Simplified the ground material code - reusing existing TerrainConfig data.
Tweaked First Person with arms view mode to work differently while mounted:
Set the camera position to halfway between the vehicle mounted point and the eye point
Scale the neck and head bones to 0
Slightly reduced snowmobile driver seat view angles (5 degrees less horizontal and 10 degrees less when looking down)
Set snowmobile driver seat to use first person with arms view mode
Code review: Moved VehiclePhysicMatList into TerrainConfig
Basic Hammer interop, let tools addons add menu bar options with [Menu]
FgdWriter tells Hammer to reload fgd automatically when written
Hammer: Save & restore selection when reloading fgds instead of clearing it
Hook Hammer MapViewHUD render and pass a ToolRenderContext to C# for helper overlays (e.g. showing where a platform will go.)
Set Craggy back to the default time of day
Removed obsolete test replay
- Fixed missing world model script on cooked_fish_steak and on raw_fish_steak
- Fixed Prefab ID on UnderwaterLab_Dwelling_600_Corridor_A and UnderwaterLab_Dwelling_600_Corridor_B
- Fixed missing spawnable script on Scarecrow (it's used in Scarecrow.Population)
- Fixed NREs in BaseNavigator HasPath
Removed ao details from material
Merge Main -> General QOL
Fixed possible NRE on game exit
Fixed case where changed input bindings wouldn't save to file
Cleaned up vtex files + added new textures
Updated test asset map
Added box collider support to TriggerTemperature - fixed heat_volume throwing errors.
Enable IK on animator layer
Add support for the ViewmodelMountedAnchor to pass world space transform targets to the Ik controller (still has some timing issues)