Fixes to restore some old and intended behavior, additional documentation
EnumControlWidget: Use Title instead of Name in PaintControl
Add GameObjectFlags.ProceduralBone
Serialize GameObjectFlags, but selectively read them
SkinnedModelRenderer sets bones directly, reads back procedural bones
Make procedural bones a different color. allow toggling in inspector
Download bones on main thread
Try to avoid TransformChanged() getting called for each bone on animation
When setting bind pose, also reset the animhelper
Add SkinnedModelRenderer,ClearParameters
Fix one frame without procedurals
Start cleaning up menu bar
Rate limit leaderboard queries
Changed play button bind back to F5
Shadergraph: Add Tint node to grab the tint of the sceneobject
Shadergraph: Add tint color to render options https://files.facepunch.com/layla/1b1011b1/sbox-dev_ELn53pVfKS.png
Add Mesh.UvDensity, needs to be calculated for texture streaming
Calculate uv density for scene meshes
Shadergraph: Add world space to tangent space to TransformNormal node
Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg)
Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png)
Move Recent Scenes into its own section between Save All and Quit
Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440)
Add ability to grab underlying shader name from Material
Whitelist System.Private.CoreLib/System.Type.GetTypeCode( System.Type )
TypeCode is already whitelisted, so no need to do that too here.
Add ability to drag and drop decal materials into the scene (https://files.facepunch.com/devultj/1b1011b1/sbox-dev_3sOvpxNACW.mp4)
HtmlEncode code-generated descriptions (so it can convert &, etc..)
vtf project unused
Save Scene default path is assets path
winter coat and trapper hat LODs
Read bone positions to GameObjects on first frame animate
Fix Json.SerializeAsObject handling indexers
Workout bones and attachments on first set model
Change GetShadowDownsampleLevel to calculate based on the percentage of how much the light is visible on the screen rather than distance heuristics, also adjust CalculateSpotResolution and increase base value
Invalidate light cache when a light moves
Bone gizmos https://files.facepunch.com/layla/1b1211b1/sbox-dev_JyFl9Jtw4A.mp4
Mark citizen IK bones as hidden so gameobjects aren't created for them
Add Sandbox.Filesystem and Sandbox.Compiling
Fix unit tests not finding system assembly refs
Remove AddGameWithPackageBase test - this is no longer supported
Fix hotload fast path not using fast hotload
Fix scene mesh export not remapping face indices
Fix shitty hack on RenderScene()
Use Present() which also has logic to handle swapchain size changes for widgets than HandlePendingSwapChainResize()
Expand and expose SystemInfo
* add cpu and ram info to Hardware, expose to api
* Rename Hardware -> SystemInfo, add ProcessorCount
Wrapped method resume will get async keyword when wrapped method has it
Fix tests
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
ImpureAttribute to compliment PureAttribute
Facepunch/sbox-issues#5499
Handle RootNamespace option in SimpleComponentTemplate
Revert to NativeRenderingEngine hack, still need to deal with edge cases, I'm debugging it better
ActionGraph: don't qualify type names by assembly name
Fixes Facepunch/sbox-issues#5473
Cleaning compiler
Filesystem Cleanup
Restore play mode toggle shortcut while focusing the game viewport
Fixed GameDebug button being cut off awkwardly (resolves sbox-issues/issues/5490)
Get rid of ICSharpCompiler, tools can use the Compiler and Microsoft.CodeAnalysis directly
Restore functionality to Input.ReleaseAction (sbox-issues/issues/5500)
Update template .gitignore to capture exclusion directories for Libraries
Make editor startup with missing components more unlikely (but not totally fixed)
Update DepthOfField.cs
FocalDistance approaching zero was causing a numeric issue and assert.
Merge pull request #1576 from Facepunch/DOF-fix
Update DepthOfField.cs
Fixed controller gamepad actions not working in FixedUpdate
Always serialize InputAction.GamepadCode - this might not be the best course of action, but it resolves the problem where you can't bind an input action to GamepadCode.A (0)
Add cylinder colliders to wheel01 breakpieces, was causing assert on compile in debug
Map instance uses vmap resource type for map name to be able to select map with asset browser
Optimisations to Postprocessing shaders
Optims to Postprocessing - Depth of Field, Bloom, Blur, Sharpen, Also DoF bug fix on focal distance at 0
Embed the framework ref dlls instead of having them loose in bin/ref/
Move compiler tests to Sandbox.Compiling.Test
Lets update the refs while we're here - v7.0.408
Support maps in ResourceStringControlWidget (local and cloud)
Merge pull request #1567 from Facepunch/compiler-project
Moving Compiler to its own project, own unit tests, cleanup. The aim of this is to isolate the compiler and compile group more, so it no longer feels unwieldy. This will also give Tools direct access to CompileGroup and Compiler.
Clear map when clearing map property
Fix copying from map asset paths
Support cloud map drag drop into property https://files.facepunch.com/layla/1b1411b1/sbox-dev_fB6S2Aduks.mp4
Independently Interpolated Transform Parts + Other Fixes (#1577)
Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 )
Query pos/rot directly
Query game package MaxPlayers when creating a lobby
Query collision rules, CharacterController.UseCollisionRules (#1566)
* Added `PhysicsWorld.GetCollisionRule(string left, string right)`
* Added `WithCollisionRules(string tag, bool asTrigger)` to `PhysicsTraceBuilder` and `SceneTrace`
* Added `bool CharacterController.UseCollisionRules`
* Update helper text in CollisionPage
https://files.facepunch.com/ziks/2024-05-15/firefox_9de7c5NRvM.png
Merge branch 'master' into MDV---PostProcessing-optims