22,741 Commits over 1,642 Days - 0.58cph!
Scale particle sprites by game object scale, same as sprite renderer
Add pitch audio processor for realtime pitch shifting https://files.facepunch.com/layla/1b0811b1/sbox-dev_seMxPouPi1.mp4
Add context menu "Go to Definition" on nodes
Fixes #Facepunch/sbox-issues#7821
NodeLibrary is ContextLocal, so we don't need to Push() everywhere
Fix Facepunch/sbox-issues#7808
Add back support for H.265 video encoding. Use HW accelerated Vulkan Video if available.
Encoding H.264 and H.265/HEVC now uses Vulkan video and the underlying hardware accelerators if supported.
If Vulkan video is not supported, both H.264 & H.265 will fallback to openh264.
This mean the support for H.265 encoding is limited to modern GPUs.
Update FFmpeg again, I forgot webp codecs & muxers in the last build
FPArms: add shared fire rifle delta animations
Handle setting parent document for prefabs / map references
Fixes SBOX-2KA9
Don't use tall thumb in GameClosedToast, resolves Facepunch/sbox-issues#7814
Fixed lobby count not refreshing correctly in GameModal, resolves Facepunch/sbox-issues#7815
See if we can get away with a single NodeLibrary
Get rid of NodeLibrary.Push()
Fix Facepunch/sbox-issues#7808
NodeLibrary is ContextLocal
Add resource_log convar, logs when resources are loaded
Add CManagedTypeManager, keep hold of references until it's released.
Shall we hide this Unknown Morph Control error
Wrap these calls in MapInstance in a CallbackBatch
Clean up
Don't add image types as AddRuntimeReference in compiled resources, because they don't exist as compiled assets
Rebuild clothing assets with updated compiler
When a resource couldn't be loaded - print what resource tried to load it
Ensure depth fast path is using same material similarity for batching, should fix hammer crashes, re-enable depth fast path for prepass
Handle setting parent document for prefabs / map references
Fixes SBOX-2KA9
Temp revert depth pass optimizations for depthnormal layers to fix hammer crash, looking into it
Don't try to load envmaps on the server
Added `Color.LerpTo` for consistency with `Vector3.LerpTo`, `Rotation.LerpTo`, etc.
Fix not generating envmaps while joining server
Initial render envmaps on the loading screen instead of in the first few frames of the game
Restore adding per frame stats from updating upstream code
Custom FFmpeg build: Reduces FFmpeg binary size from 120mb to 20mb
Move some UI stuff to Engine
Move speech stuff to Engine
Move file string tables to Engine
Obsolete ColorGradient and FGDCurve
Move stuff that can go into engine, into engine
Clean up scene object flags
Add SCENEOBJECTFLAG_HIDE_CUBEMAPS
Add SceneObject.Flags.IncludeInCubemap
DebugOverlay doesn't render in cubemaps
Get rid of another log
See if we can get away with a single NodeLibrary
Get rid of NodeLibrary.Push()
Fix Facepunch/sbox-issues#7808
Publish Sandbox.CodeUpgrader with the rest
More steamworks ignores
Revert "Tweaks to get r2r in the right place"
This reverts commit 87fc48564e379f6392c29f266c562644054deb09.
Make skinned render bounds more accurate https://files.facepunch.com/layla/1b0711b1/sbox-dev_AgyUKwD7iH.mp4
Flag DepthNormal prepass as a depth pass ( scenesystem optimization ) but don't override it's material since we output to color
Tweaks to get r2r in the right place
Get rid of a log I left in
Tweak steam upload ignores
Okay test does built, but into a different folder
Use --no-build for dotnet test
Update dotnet-version
CallbackBatch pushes appropriate scene
csproj have publish profiles
CI Publish with readytorun
Disable CodeGen messagebox
I don't know why sbox-dev was using Sandbox.CodeUpgrader
Steamworks upload can ignore some junk
Disable ResourceSystem.HasPendingWork loading wait
Catch exceptions when rating packages, print warning
We're putting fullsort on small prepass which isn't what we want, should be only on large prepass
UI: linear gradients use premultiplied interpolation in & have quadratic easing on alpha channel to more closely match web
https://files.facepunch.com/alexguthrie/1b0611b1/sbox-dev_YziN6zZgp3.png
Add Popup PositionMode.UnderMouse
Remove unused
When loading a scene wait for resources to finish loading on the loading screen
Bring back two-pass depth prepass with big/small sorting
Whitelist System.Private.CoreLib/System.ParamArrayAttribute
Update ffmpeg 6.0 -> 7.1 (#1842)
AccessControl touches method parameter custom attributes types
Whitelist System.Diagnostics.CodeAnalysis.*
Whitelist CollectionsMarshal.AsSpan<T> and CollectionsMarshal.SetCount<T> ( closes Facepunch/sbox-issues#6905 )
TagSetControlWidget properly initializes any custom ITagSet class if they are null instead of throwing warning
Added a bunch of Context Menu options to TagSetControlWidget and TagButton. Resolves Facepunch/sbox-issues#7794
https://files.facepunch.com/CarsonKompon/2025/March/06_09-30-StainedHammerheadbird.mp4
Switch to libopenh264 mark h265 codec as obsolete for now
Push the menu scene when loading it