251,134 Commits over 3,959 Days - 2.64cph!
Fixed 6cm side offset in snowmobile driver eye position
Changed snowmobile starting fuel from 20 to zero
Generic gibs are now based on the entity's physics material
Moved generic gibs and added break sound to Surface asset
Added PhysicsBody.GetDominantSurface, PhysicsShape.SurfaceMaterial and Surface.GetRandomGib
Fixed hotload test assemblies having wrong package ID
Exposed hotload skip attrib and callback interfaces
Deleted empty INotice.cs
Added cl_hotload_log and sv_hotload_log console vars
Fixed possible NRE when setting up console vars
SkipHotloadAttribute now supports properties
Fixed possible NRE when setting up console vars
SkipHotloadAttribute now supports properties
We're that sure that we don't need these files that I'm gonna completely delete them
Added Voxel.GetBlockType()
Make Map.GetSourcePosition and Map.GetVoxelPosition static
Added Chunk.GetVoxel and Map.GetVoxel and Voxel struct. A slightly slower but nicer public API for dealing with blocks but heavy operations can still grab everything manually.
Strip Lua,. LuaJIT, IModelProcessingScriptSystem, Squirrel
Attempt to fix Interop logger dying
Throw error if binds don't generate
Basic Managed Hammer: add menus from C# and auto reload fgds
* 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
[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.