22,548 Commits over 1,614 Days - 0.58cph!
Glass refraction texture is already MSAA resolved, we're sampling a non MSAA image :S
Add higher level GenerateMipMaps stub to Scenesystem, that allows for more downsampling strategies
Editor: Fixed not being able to upload maps to asset.party
Merge branch 'master' into sausageman-sucks
▄▆▍▉█ ▊▄ ▉▄▋▉ & ▇▊▅▋█ ▋▊▊▋
Quick play around to see if a static API for HTTP is good
▅▆▄▌ ▌▌▇▍▍█▍▄▍▆ & ▌▌▉▅▅▅▍ ▌▄▅▅
Support multidimensional arrays on vfx parser
Allow delegating color space when generating mipmaps
UI Blur with mip chain
Blur the actual mip chain, same number of fetches as doing custom bicubic fetch with mips
Updated default outfit, added weightlists
Aggressively clip water reflections to prepare for SSR
This leafiest asset stuff isn't used anymore
When registering custom asset type assets, register the compiled version too - which stops it thinking they're not compiled
If imported GameResource isn't compiled then compile it
Fixed passing in wrong name to RegisterResourceReference (might not be a bug but it looks like one)
Don't group identical console messages with different loggers
Failing test for lambdas declared in non-swapped generic methods
But with swapped type parameters
Fixed test in 8a2bb255285d1e47c1314b70cd47f5ef92a2b21d
Log error when encountering unhandled generated types
This is faster without the parallel
Add benchmark project
Induce a tools hotload swap after game hotload - for the sakes of consistency
This was happening anyway, just at a random point
Make matt's amsi patch default (-amsi to disable)
vacuum => vacuum cleaner
Added ISet/HashSet property editor
Clean up visuals of Dictionary property editor
Rubikon: capsule vs hull/mesh improvements from Dirk
Cleanup coreclr patch a bit
Strip xbox code from filesystem
Strip all this whitelist bullshit from basefilesystem
Fix strong handle leak in Model.Get( IModel ) - you could get ref counts on a model resource over a million from 5 minutes of gameplay
Fix strong handle leak on Material.Get( IMaterial ), ParticleSystem.Get( HParticleSystemDefinition ), AnimationGraph.Get( HAnimationGraph )
Model.Loaded uses WeakReference to not keep models that have no references loaded
New Outfit Piece! - Flat Shoes
Simple nice flat shoes - https://files.facepunch.com/daniel/1b1411b1/sbox-dev_I8fdIZ9f6K.jpg
Adjustments + Reskins coming asap.
Sorted out some XML documentation warnings
UI2: Fixed length parse fail for ending parenthesis, fixes "lighten/darken(#fff, 20%)"
Added more ColorParse tests, darken without spaces, and darken( mix )
Balaclava Morphs added
Police Hat LODs
Game keeps recompiling these surface_c files on my end
Added RangedFloat editor that respects MinMaxAttribute
FloatSliderProperty.HighlightColor now has an effect on the slider
Improve DecibelsSlider behavior with tiny sizes
Failing async method test
Better support for parsing generated names with generic parameter count
Hotload generated name refactor, fixing async state machine types
Fixed VarClass sometimes getting stuck rebuilding every frame
NeedsRebuild was getting set to true during the rebuild, so it'd keep doing it every tick
"What's all this, then?"
Merge branch 'master' of sbox
UI2: Fixed bug introduced by my length parse fix, where border-image style would fail
Add SetBorderImage test so that can't fall through the cracks again
Make a copy of an Entity's components before clearing them out, fixes collection modified error from deleting a component from within another component.
New Hair! - Goatee
New Goatee including morphs - LODs coming soon
https://files.facepunch.com/daniel/1b1511b1/sbox-dev_9jZfUNzaCg.jpg
Pass depth buffer to translucent pass for glass
Add Tex2DMaxMSAA
Fix ghosting on glass when something is in-front of blurred glass
Roll back support for SpawnMotionDisabled prop data
Delete SpawnMotionDisabled altogether, prop data should never be deciding this
Fixed uploading runtime addons not working
Don't destroy model strong handle on reload for now
Better fix for model reloads
Failing test involving resolving method with namespaceless parameter
Fixed resolving methods with namespaceless parameter types
Use namespace alias operator in hotload tests
Goatee small adjustments + colour variations
Added Prop SetStatic input
Hammer: Asset Spray tool colors
https://files.facepunch.com/rubat/1b1511b1/sbox-dev_DJuBUU3yWI.mp4
updates props
- disabled baking light on some models in prefabs
- tweaked lods
- fixed normal on some textures
- added missing dirt/gloss on dead end texture
- tweakes glow on some light textures
Editor: Fixed not being able to upload maps to asset.party
Merge branch 'master' into rubat-pain-day-3
Editor: Fixed not being able to upload maps to asset.party
Re-rigged, renamed, and moved default outfit
updates props
- disabled baking light on some models in prefabs
- tweaked lods
- fixed normal on some textures
- added missing dirt/gloss on dead end texture
- tweakes glow on some light textures
Merge branch 'master' into sausageman-sucks
Anim constraints & other various updates
updates props
- disabled baking light on some models in prefabs
- tweaked lods
- fixed normal on some textures
- added missing dirt/gloss on dead end texture
- tweakes glow on some light textures
Managed generic GPU buffers
Make a copy of an Entity's components before clearing them out, fixes collection modified error from deleting a component from within another component.
New Hair! - Goatee
New Goatee including morphs - LODs coming soon
https://files.facepunch.com/daniel/1b1511b1/sbox-dev_9jZfUNzaCg.jpg
Pass depth buffer to translucent pass for glass
Add Tex2DMaxMSAA
Fix ghosting on glass when something is in-front of blurred glass
Roll back support for SpawnMotionDisabled prop data
Delete SpawnMotionDisabled altogether, prop data should never be deciding this
Fixed uploading runtime addons not working
Don't destroy model strong handle on reload for now
Better fix for model reloads
Failing test involving resolving method with namespaceless parameter
Fixed resolving methods with namespaceless parameter types
Use namespace alias operator in hotload tests
Goatee small adjustments + colour variations
Added Prop SetStatic input
Hammer: Asset Spray tool colors
https://files.facepunch.com/rubat/1b1511b1/sbox-dev_DJuBUU3yWI.mp4
Merge branch 'master' into sausageman-sucks
Hammer: Asset Spray tool colors
https://files.facepunch.com/rubat/1b1511b1/sbox-dev_DJuBUU3yWI.mp4
Decouple the system that holds references from base Resource class to ResourceLibrary. ResourceLibrary is only for GameResource, this was the only way it was being used and it makes no sense for normal Resource to be there.
Precaching keeps strong handles of native resources( mainly so we can NetRead them.. ), never add GameResource to precache stringtable (they're always loaded)
Texture.Load behaves better and doesn't try to cache a not found file
Comment these out, need to figure out ResourceJsonConvert (this is just for GameResources again?) w/ ResourceLibrary, and probably make another ResourceLibrary for Sandbox.Tools
Added Prop SetStatic input
Goatee small adjustments + colour variations
Use namespace alias operator in hotload tests
Failing test involving resolving method with namespaceless parameter
Fixed resolving methods with namespaceless parameter types
Better fix for model reloads
Don't destroy model strong handle on reload for now
Fixed uploading runtime addons not working
Delete SpawnMotionDisabled altogether, prop data should never be deciding this
Roll back support for SpawnMotionDisabled prop data
Pass depth buffer to translucent pass for glass
Add Tex2DMaxMSAA
Fix ghosting on glass when something is in-front of blurred glass
New Hair! - Goatee
New Goatee including morphs - LODs coming soon
https://files.facepunch.com/daniel/1b1511b1/sbox-dev_9jZfUNzaCg.jpg
Make a copy of an Entity's components before clearing them out, fixes collection modified error from deleting a component from within another component.
This is faster without the parallel
Add benchmark project
Induce a tools hotload swap after game hotload - for the sakes of consistency
This was happening anyway, just at a random point
Make matt's amsi patch default (-amsi to disable)
vacuum => vacuum cleaner
Added ISet/HashSet property editor
Clean up visuals of Dictionary property editor
Rubikon: capsule vs hull/mesh improvements from Dirk
Cleanup coreclr patch a bit
Strip xbox code from filesystem
Strip all this whitelist bullshit from basefilesystem
Fix strong handle leak in Model.Get( IModel ) - you could get ref counts on a model resource over a million from 5 minutes of gameplay
Fix strong handle leak on Material.Get( IMaterial ), ParticleSystem.Get( HParticleSystemDefinition ), AnimationGraph.Get( HAnimationGraph )
Model.Loaded uses WeakReference to not keep models that have no references loaded
New Outfit Piece! - Flat Shoes
Simple nice flat shoes - https://files.facepunch.com/daniel/1b1411b1/sbox-dev_I8fdIZ9f6K.jpg
Adjustments + Reskins coming asap.
Sorted out some XML documentation warnings
UI2: Fixed length parse fail for ending parenthesis, fixes "lighten/darken(#fff, 20%)"
Added more ColorParse tests, darken without spaces, and darken( mix )
Balaclava Morphs added
Police Hat LODs
Game keeps recompiling these surface_c files on my end
Added RangedFloat editor that respects MinMaxAttribute
FloatSliderProperty.HighlightColor now has an effect on the slider
Improve DecibelsSlider behavior with tiny sizes
Failing async method test
Better support for parsing generated names with generic parameter count
Hotload generated name refactor, fixing async state machine types
Fixed VarClass sometimes getting stuck rebuilding every frame
NeedsRebuild was getting set to true during the rebuild, so it'd keep doing it every tick
"What's all this, then?"
Merge branch 'master' of sbox
UI2: Fixed bug introduced by my length parse fix, where border-image style would fail
Add SetBorderImage test so that can't fall through the cracks again
Merge branch 'master' into sausageman-sucks
UI2: Fixed bug introduced by my length parse fix, where border-image style would fail
Add SetBorderImage test so that can't fall through the cracks again
"What's all this, then?"
Merge branch 'master' of sbox
Fixed VarClass sometimes getting stuck rebuilding every frame
NeedsRebuild was getting set to true during the rebuild, so it'd keep doing it every tick
Failing async method test
Better support for parsing generated names with generic parameter count
Hotload generated name refactor, fixing async state machine types
Added RangedFloat editor that respects MinMaxAttribute
FloatSliderProperty.HighlightColor now has an effect on the slider
Improve DecibelsSlider behavior with tiny sizes
Game keeps recompiling these surface_c files on my end
UI2: Fixed length parse fail for ending parenthesis, fixes "lighten/darken(#fff, 20%)"
Added more ColorParse tests, darken without spaces, and darken( mix )
Sorted out some XML documentation warnings
New Outfit Piece! - Flat Shoes
Simple nice flat shoes - https://files.facepunch.com/daniel/1b1411b1/sbox-dev_I8fdIZ9f6K.jpg
Adjustments + Reskins coming asap.
Model.Loaded uses WeakReference to not keep models that have no references loaded
Cleanup coreclr patch a bit
Strip xbox code from filesystem
Strip all this whitelist bullshit from basefilesystem
Fix strong handle leak in Model.Get( IModel ) - you could get ref counts on a model resource over a million from 5 minutes of gameplay
Fix strong handle leak on Material.Get( IMaterial ), ParticleSystem.Get( HParticleSystemDefinition ), AnimationGraph.Get( HAnimationGraph )
Rubikon: capsule vs hull/mesh improvements from Dirk
vacuum => vacuum cleaner
Added ISet/HashSet property editor
Clean up visuals of Dictionary property editor
This is faster without the parallel
Add benchmark project
Induce a tools hotload swap after game hotload - for the sakes of consistency
This was happening anyway, just at a random point
Make matt's amsi patch default (-amsi to disable)