1,584 Commits over 1,127 Days - 0.06cph!
When we dispose of a SceneCamera, queue the native volumetric fog to be disposed of at frame end since a render view with it is likely already queued
Unused server/client methods and gizmo instances
Unused physics trace filters
Language.Init() after we mount filesystem
File watch for hotloading textures and localization files too
Fix ResolveTargetD3D11 srcBox limiting not accounting for offset on dest width min
Graphics.GrabFrameTexture uses Graphics.Viewport
Fix typos and inconsistent screen uv calc in postprocess shader
OnAwake/OnDestroy respect Component.ExecuteInEditor
Add InputContext for Scene.FixedUpdate so inputs are reliable when FPS is higher than the fixed update rate
Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias
Updater for "snaprotationangle" int -> float, so it stops fucking spamming
Rewrite font manager to not use filename, instead uses font family name like normal css
All ttf and otf font files are loaded from /fonts/ folder and mapped to
their font family name, weight, style.
This is likely to be a breaking change if you had weird named fonts.
Stop scene first person camera shaking from continuous quaternion <-> angle conversions
Move CodeGenerator to Sandbox.System
CodeGen: Set MemberIdent on wrapped properties
Rewrite to [ConCmd] [ConVar], use new codegen, make scene games able to use them
Load fonts from scene games filesystem too
Log when can't find font, should help some people debug
TransformControlWidget: Non-uniform scaling
Apply a depth bias to grid to stop z-fighting and make it render double sided
https://files.facepunch.com/matt/1b1511b1/sbox-dev_vUfVeC7hKH.png
TabWidget.AddPage allow optional null properly
Don't create a CVolumetricFogRenderer if enabled but there's no fog volumes
SceneCamera is disposable, CameraComponent disposes it OnDestroy(), frees native resources mainly volumetric fog clipmaps
Editor doesn't use volumetric clipmaps
Check scene fog volumes not legacy ones
Terrain shader includes in terrain folder
Terrain obeys its transform
https://files.facepunch.com/matt/1b1511b1/sbox-dev_a95eXdB3HZ.png
Draw a configurable grid in editor scenes
https://files.facepunch.com/matt/1b1511b1/sbox-dev_4OQJeFR5bU.png
Build debug at 1am
Get rid of MultiProcMaxCount from build retail bat I missed, reasoning in 0ce21462b8ec81ee7c89328fb10e083cdac2f442
Additional Gizmo Controls
Gizmo.Draw.LineCircle: fix starting angle always being a little too much
Improve Gizmo.Draw.LineCapsule
Improve Gizmo.Control.Capsule
ColliderCapsuleComponent has gizmo controls
Fix Gizmo.Control.BoundingBox
Additional Gizmo Controls
Gizmo.Draw.LineCircle: fix starting angle always being a little too much
Improve Gizmo.Draw.LineCapsule
Improve Gizmo.Control.Capsule
ColliderCapsuleComponent has gizmo controls
Fix Gizmo.Control.BoundingBox
Don't care about file mod changed for compile state, doesn't make sense and was causing constant recompiles when 2 assets of the same name existed
▍▉▍▌█▆ ▊▅▌▇▆_▆▅▌▇▋▅▇ - ▇▇▅ ▄▉▍▇ ▉▇█ ▌▉▇▊▊ ▇▉▅ ▊▋▊▉▄▌ ▄▌▇▆▉▆▆ ▆▇▇▋▍▇▌▄ ▍█▌▍ ▆# ▆▇▍▉▉▋
Pull workflow: build content before tests
Shut the couldn't find driver version warning up
Fix anim subgraphs not compiling with contentbuilder because there's no assetsystem
Update these vmdls that are failing to compile, using some mega old schema text
ci: test-managed depends on built content
ci: turn off orphan deletion on contentbuilder
Remove looptypeclientserver
Delete demos
Delete rcon
Remove clockdriftmgr
Delete gameeventsystem
Remove userinfochangeservice
ShaderGraph add ToolsWireframe and ToolsShadingComplexity modes
Fixes sboxgame/issues/issues/4104
ShaderGraph add Camera node with position, direction, near/far plane
https://files.facepunch.com/matt/1b1111b1/sbox-dev_0SbvbXMF1c.png
Fixes sboxgame/issues/issues/3996
Shadergraph transforms the given tangent normal into world space
Compiled light culling material
MapNode.OnAddedToDocument & MapNode.OnRemovedFromDocument
Run Scene.EditorTick() from Hammer
Get some scene prefabs going in Hammer
Hammer map worlds get a backing Scene, add that Scene's SceneWorlds to the render list
Add ComponentEditorWidget which can be decorated with CustomEditorAttribute
Example usage:
```cs
[CustomEditor( typeof( Terrain ))]
public class TerrainEditor : ComponentEditorWidget
{
// ...
}
```
Delete unused enums and networkclient defs
Pass engine version to discover api
package/list accepts engineVersion
Update default editor layout
Get rid of Sandbox.Server and Sandbox.Client
Rename Entity to HammerEntityDefinition, make it internal, delete some other things and mark lots of attributes as internal
Give test-managed a 10 min timeout
This test relied on Entity properties
Delete tons more Entity & Networking code
Strip C# Entity IO
Delete big chunks of entity networking, and stub a bunch of entities
Delete entities that will be prefabs
Delete base/Obsolete
Delete Net codegen
Delete test-server from CI since it's just testing legacy game loop
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Bit of cleanup
simd cell triangle vertices up front
Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet
Shape cast against heightfield using swept bounds, awful for long traces but fine for player controller for now
Pin heightfield memory to the PhysicsShape so GC can't free it whilst native is using it
Messy-ish start to editable saveable terrain
Terrain collider but commented out cos master doesn't have it yet
Rename loads of shit, TerrainData not a resource (we can decide later), add back create menu option (I coded it but this could easily be a prefab template too if we don't save terrain as a resource)
Don't cast shadows from terrain, it looks dog shit
Json seems to give a fuck that these are private setters
High precision lighting offset
Use new Depth helper class
CPU Bilinear interpolation for sampling terrain height
Move terrain editing to editor code
some toolvis sceneview options, messy
latest component changes
brush update
splat shit painting
Clamp min height on paint
This should use images from content path now
icons + fixed bug with loading them
couple more brushes
Fix controlmap not being create on first enable
Shitty undo
Misc
depthresolve uses min of all msaa samples
Pass engine version how web expects it when searching for packages
EngineVersion greater or equal to
Don't stomp specified engine:version