243,894 Commits over 3,898 Days - 2.61cph!
Add additional funcitonality to `List Shadow Materials` to fix the materials (convert all ShadowOnly materials to use "shadow" material)
Fix GNB memory leak (submitting draw calls to disabled cameras will leak memory)
Add `instantiate_test` command to test new InstantiateAsync() method
Update CurrentVersion.cs to 2022.3
12k .meta files after it reimported a bunch of textures
ProjectVersion 2021.3.35f1 -> 2022.3.20f1
Manually commenting out audio import deprecation so it compiles
Unity auto-upgrading C# from 2021->2022
Fixing subemitter rotational inherentece fuckery WIP
Tweak mixer control
https://files.facepunch.com/garry/30a69c23-fadf-426c-bb78-a4152a2b861d.mp4
Updated existing windows to align with new direction
also added larger windows + new mat
Lock the mixing thread when hotloading
We can review this later, since I suspect if we make the active voice list ignore hotload, everything will be fine anyway.. and it would be nice to have sounds keep playing.
Added consumables inventory baseline (not grid yet)
Remove scene scoping from SubtitleEntryPanel since we're doing this in engine
Can a connection create objects?
Send network destroy even if DestroyImmediate is called
Ownership authority flags
Let GameObject have [Sync] too (test)
Reorder enum, add [Expose]
Change up logic for can create objects - only check if we have a source
Default CanCreateObjects to true for now (this is current behavior)
Initial implementatior for ownership authority
Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars
Initial implementation of Rpc authority
Remove a test log
CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed
Make it CanSpawnObjects
CanSpawnObjects settable only by the host
AudioSampler can sample multi-channel
Leaderboard backup, run #9700
Cache ItemModCookable and ItemModBurnable inside ItemDefinition
Leaderboard backup, run #9698
Leaderboard backup, run #9697
Further block_layout map adjustments
block_layout map updates
also added older arc_apartments updates
Tighter water reflection probe range, synched with TOD (related to 93000)
Fixed water reflections broken during tutorial cinematics
Close item store takeover screen when esc is pressed
Rough impl of hovering limited store items for a 3D skin view
Regenerate protobuf and move some code to partial class
Reimplement PostSave() but rename to `PostSaveToDIsk()` to make it clearer
Implement bool `isAuthed` on client to fix pooling of SimplePrivilege
Serialize Protobuf.Entity on the outbound network thread on the server
Deserialize Protobuf.Entity in the inbound decryption thread on the client
Change _NetworkCache from MemoryStream -> ProtoBuf.Entity
RefCount ProtoBuf.Entity so we can keep it on the main thread as a cache as well as serialize it on network thread
Initialize ProtocolParser.staticBuffer on each network thread (can do it automatically later)
Remove `netcachesize` convar on the server since we aren't pooling memory streams
InvalidateNetworkCache() will now invalidate the Protobuf.Entity
ToStreamForNetwork() will Save() then put the ProtoBuf.Entity into the NetWrite
ToStream() (normal saving for disk) stays the same
Remove PostSave() (easier to remove than reimplement on network thread)
Tweak sound occlusion ignores
Create runtime buffers for dynamically created meshes so they can create trace data, allows them to be scene traced
Forward command line between sbox-dev and sbox-launch
Add Occlusion , OcclusionRadius , DistanceAttenuation to SoundEvent
Early out of CreateToolsTriangleList when there's no runtime buffers but also assert because ideally this should happen
Steam audio debug convars
Add SoundHandle.SpacialBlend, Name and change how they get disposed
Fix sound cutting out when spatial sound played inside head
Fill out Sound.Preload
Fixed map markers flashing when player is downed
Fixed map not opening when downed if using the new toggle map option
CMapAssetType::CalculateDependencies suppress pointless upconversion of vmaps so we don't spend 30+ seconds doing so on initial load
Binds
create mixer - can play sounds!
strip vmixtool
Remove unused args
Add some more c# compatible funcs to CAudioMixBuffer
Add AudioBuffers, MixBuffer
Audio processor basics
Route SoundHandle through managed system, use speaker volumes etc
Play sounds from the point of view of the scene camera if we're not playing the game, and this window is focused
Strip as much as I dare right now
Add steam audio
Update steam audio binaries
Add steam audio binds
Add BinauralEffect processor
Steam audio scene system
Apply direct
Create phonon.pdb
Reflection works! 😅
Latest
Clean up
Fix menu sounds not playing
Refactoring, making internal
Fix warning
Fix tests
strip unused
Remove unused
Fix launcher layout to stop people obsessing
Dynamically show resource boxes based on TC content
Silently ignore delete error when removing unknown cloud file
Fix NRE when setting convar
Fixed file not found when reading asset json
If a model has no meshes, show error model instead
Fix text cannot be empty exception in Graphic.Draw
Assert on AssetType not null
Show stall source to everyone
ProjectList own file
Run Asset.UpdateInternals() in parallel, empty project initial scan goes from 770ms -> 200ms
Don't scan project filesystem twice
Fixed StructArrayConverter.BlockCopy
Fixes Facepunch/sbox-issues#4794
▄▌▊▅▆ ▄▍▆▊ ▆▄▌▆▇▍▆_▍▍▇▆▅▇▆▆▊▋