248,565 Commits over 3,928 Days - 2.64cph!
Expose ControlModeSettings
Supported Control Modes uses control sheet
Add CustomEditor for NamedEditor "keybind"
InputActionPanel modal uses control sheet
Move InputAction and enums from sandbox.system to sandbox.engine so they can be exposed
CompilerPage uses control sheet
Get rid of property sheet usage in widget gallery
Shadergraph: Use control sheet for preview settings popup
OpenPropertySheet -> OpenControlSheet
Don't adapt ActionBasedSerializedProperty for this, create a ReflectionSerializedProperty instead
ActionBasedSerializedProperty can provide attributes
Page scene view uses control sheets
Page notifications uses control sheets
Set tooltips for static control sheet properties
Page networking uses control sheets
Add ControlSheet.AddProperty for expression to easily add static properties
Add code editor control widget
delete preferences.build event
Title current code editor so it can show up titled in settings
Page general uses control sheets
Leaderboard backup, run #
16109
fix fear pain %
music wip
Citizen/animgraph: fixed broken crouch states (oops)
Fixed NRE in code upgrader for HostSync in scenario where no sibling Sync is found
camera rotated offset
grid line of sight
minimap texture
minimap rotation
minimap hover gridpos
minimap pixel flashing
minimap frustum wip
can move cam with minimap
Use custom mip filter that samples from neighbors for cubemapper
https://i.imgur.com/nn23dRG.png
Manually marshal server list filters to fix crashing
More unused render pipeline
Remove SceneSystemStats (snapshots for external debugger)
Begin migrating CRenderingPipelineStandard to managed RenderPipeline with RenderLayer & ProceduralRenderLayer (w/ callback). Starting with depth prepass layer.
Upgrade to Steamworks 1.61
WIP due to server list crashing for some reason
Fixed item store lumberjack prototype pickaxe name
Fix gamemode settings being missing in main menu
Fix gamemode settings being missing in main menu
Added missing Model component to grenade.f1.entity (leading to missing skin in third person)
Stash shader before I re-write to use AABB
Switch to using bboxes for slightly more accurate results, hi-z mip checks
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
merge from fix_dropbox_industrial_last_slot -> main
Fix industrial conveyor not pulling from the last dropbox slot
Fix parsing <see> with langword / href
merge from indirect instancing
Fixed unintended creation of material instances as well as unintended creation of command indexes when removing instances.
Give some hitbox depth bias to capsule collider gizmo
vending_stats_fixes_2 -> main
Fix undo for convert to prefab (#1730)
We need to explicitly unset PrefabSource by calling BreakFromPrefab if __Prefab is not specified.
- Ensure 'Sold' is translated on single feed entries
- Ensure 'Purchased on' is translated on the tooltip popup
- Rebuilt phrases
Flipped drone accessibility and see stats (makes more sense to the eye)
Update codegen exe (merged pooling -> optional field changes)
Update: Deprecation of Pool.FreeList API
We now generate either Free call for classes (as they are IPooled) or FreeUnmanaged
Update: Replacing Pool.FreeMemoryStream with FreeUnmanaged
Update: Use Pool.Get<List<T>> instead of GetList<T>
I'm deprecating Pool.GetList<T>, this updates the stale codegen.
Merge branch 'master' into skip_optional_default_fields
Make comment more explicit
Further work on handling reload state with arrow persistence
Shadergraph: Fix preview ShowSkybox option
Fix SceneRenderingWidget not calling PreRender
Only add query flag is property was set to true - otherwise remove the query flag
Fixed battering ram using the wrong head health values
battering ram anim upodates
Start using SceneRenderingWidget instead of NativeRenderingWidget for shadergraph https://files.facepunch.com/layla/1b1311b1/sbox-dev_v8vsdE0JhV.png
Fix edge case when sorting nodes during validation
Handle no primary output signal in IsSignalOutputChainSorted