243,476 Commits over 3,898 Days - 2.60cph!
Check if Rigidbody is valid here to prevent error during end turn
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Fix stylesheet issues. Set / broadcast RPCs for physics properly
Add button for toggling hold manually in the editor (outside of VR)
https://files.facepunch.com/tony/1b2211b1/sbox-dev_HsOtOwwohC.mp4
Latest ColorGrading post process and shader
Latest ColorGrading post process and shader
If a player fails a serve, reset the state back to serving
New spawnlists
Minor cleanups
Filling in usage information for SWEPs/SENTs
New Lamp Tool models
Fixed DMenuOptionCVar resetting from cvar too early in certain use cases
Fixes garrysmod/pull/2084
Added DSlider:ResetToDefault
DColorCube/DColorMixer default color stuff
Cookie support for DNumSlider & DCheckBox(Label)
Will be used for Spawnicon Editor internally
Remove Episode 2 exclusive soundscapes from gm_construct
Fixed game-generated spawnlists using appID over game folder name
concommand AutoComplete "arguments" argument
Move "Delete X items" lower for spawnmenu multi-select right click menu
This is more consistent with single select right click menus
Added DAdjustableModelPanel:Set/GetMovementScale
New features for Spawnicon Editor
Move speed customization, FOV precise control, camera position copy/paste, quick rotate model +/- 45deg, Fixed selecting text in spawnicon editor only working on second try, forced LOD to highest
Spawnmenu SWEP/SENT usage information on tooltip
More WIP changes
Added per channel mappings, LUT for HSV and RGB, code improvements, ACES calculations,.
Simplify InterpolationBuffer a little bit (internal API)
Disable interpolation during certain initialization callbacks for components
Fixed DMenuOptionCVar resetting from cvar too early in certain use cases
Reduced the minimum water required to throw from a water jug from 1000ml to 100ml
Added admin convar to allow all player based skinned mesh renderers to be able to enable/disable update offscreen. Enabled will prevent popping of players at corners of frames when doing cinematics
Allow this kind of circuit to work where the passthrough goes directly into the close side input and closes the door when powered
https://files.facepunch.com/Flavien/Ml84foJgYsxuLlqZ.png
Spike traps
https://files.facepunch.com/ziks/2024-05-22/sbox-dev_i2Um7rSnQj.mp4
Kick off the game loop, place ball in player's hand accordingly
Fixed potential OOB index error when clearing parented wire segments
Ensure all swapchains are up to date before doing any rendering rather than when doing it per swapchain when the NativeRenderingWidget renders
Finally get rid of that renderdevice window hack that has been there forever, do SetWindowPos correctly in hostedwidget for main window
Use SizeToParent to set initial window position initially for HostedWidgets
Ball hit loop
Create PlayArea utility component to dictate who owns the area where the ball is bouncing (https://files.facepunch.com/tony/1b2211b1/sbox-dev_qfxGhcSR1G.jpg)
Ball bouncing game loop
add support for multiple scene views, orthographic scene views, and configurable grid axis
add keybind to cycle camera plane around selection
refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie
rework to single layout and splitter, disable new tab creation for now
add support for per-widget toolbar actions
save/restore sceneview layout
move viewport/instance gizmo settings to EditorCookie from ProjectCookie
move save/restore viewport cookies to addon space
no reason to copy+set camera transform anymore
use active SceneOverlayWidget directly
use a single toolmanager instance
fix nudging
remove some global gizmoinstance refs
tuck camera alignment shortcuts away in camera menu
maintain layout config when toggling viewport fullscreen
remove log
temp disable copying from scene camera
camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy
add setting to lock scene camera rotation
fix incorrectly sized gizmo hitboxes in ortho view
replace remaining direct scene camera transform accessors
tweak sprite gizmo hitbox scale in ortho views
cleanup scene tick/draw flow with multiple viewports
replace legacy global GizmoInstance
snip unneeded multi-tab leftovers
use state/gizmo settings for scene view control
replace remaining ray length with Gizmo.RayDepth
don't try to save scene-specific viewport config for untitled scenes
use alternate check for IsUnderMouse
Spawn enemies as prefabs
Enemy prefabs
Broken everything moving to Sprite Tool
use alternate check for IsUnderMouse
Minor refactors to holdable/hand placement
Some boilerplate on game loop, add TeamComponent, Team enum
Add global events for when the ball is hit, ball bounces
Refactor a bit
Team changed events
Enemies refuse to path over open exits
merge from map_perf_improvements2
merge from hackweek_renderlod_collapse
merge from ship_patrol_path_vis
merge from searchlight_fixes
merge from io_seismic_sensor
merge from boombox_toggle_fix
Merge from map_perf_improvements2
Highlight parties that are playing a game
Fixed map renderers for dungeon cells (only used on xmas dungeons)
Leaderboard backup, run #
11946
Fixed collapsed renderers never switching to their disabled state, causing slow performance degradation as players that leave monuments would never stop rendering those meshes
Added a distance meter to the RendererLOD inspector to show the current camera distnace (will use in-game camera if game is running otherwise will use scene view position)
Merge from hackwee_renderlod_collapse