248,556 Commits over 3,928 Days - 2.64cph!
Fix possible NRE in PathWidget
vmdl will add animations as a proper source dependency, so they get uploaded ( #1741 )
Updated Medieval Metal Double Door Icon to stop clipping issue
Added Place Holder Medieval Metal Double Door Icon
Updated Medieval Metal Double Door Prefabs
Changed Medieval Metal Double Door Frame texture resolution from 512
Updated Medieval Metal Double Door FBX's
Imported and Setup Medieval Metal Double Door GIBS
Created Medieval Metal Double Door Material
Imported Medieval Metal Double Door Textures
Support non-array drags on ListControlWidget since not all widgets use arrays for single asset drags
Set up battering ram and catapult death screen ui
Fixed a minor battering ram issue with an unfilled hit info field
Can now drag one or multiple entries directly onto the "+" button in a List instead of having to create the entries and drag individually. Resolves Facepunch/sbox-issues#7197
https://files.facepunch.com/CarsonKompon/2024/December/18_08-58-FocusedMassasauga.mp4
Clean up, only apply culling if enabled
https://files.facepunch.com/alexguthrie/1b1811b1/sbox-dev_f0PdSpDS9b.mp4
Deployables can now show "Blocked by terrain"
Added an entity whitelist setting to SocketMod_Sphere
Ladders can now be deployed in siege weapons prevent building volume
Cache all gameobject bounds, fit parent bounds to children
Readback runs callback, applies culling to sceneobject (tho we should really apply this per-view)
Rather than clamping to viewport, if all corners of bbox are off-screen, cull the object
hash_conflict_planter -> main
Fixed respawning planter causing hash conflicts on sockets
manifesti_fix -> primitive
Merge: from amvienceemitter_recycle
Fixes an inconsistent bug on client disconnect from a server trying to reactivate a gameobject.
Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times:
- without the fix, it was 100% generating an error on disconnect
- with the fix, had 0 error reports
Bugfix: don't try to reactivate a destroyed spawnpoing in SERVER+CLIENT
- Reimplemented the spawn point status based on new internal state - this retains original behavior
Editor-only bug caused by my previous change of pooling behavior (destroy object instead of trying to pool it on scene unload).
Tests: on Craggy spawned and disconnected - no errors. Checked BaseSpawnPoint inheritance hierarchy to ensure there's no other places trying to activate gameobjects
edited player animation.controller so the shield impact animations work correctly
Battering ram compile fix
Merge: from main
Tests: compiled in editor
Don't use bind system for these control widgets, feels like the old way of doing things
change approach to be parallel friendly, triangles are found in parallel and then vertices are found in serial (cached by triangle edge to re-use between triangles that share an edge)
- flat array layout of the SDF array is terrible for caching in this setup, but still see a benefit from this approach
Fixed physics issue when building the ballista
Added a position offset setting for deployable guide mesh
Siege tower deployable on rocks too
Catapult and battering ram deployable on rocks
TerrainTexturing now monitors individual terrain related settings for change, instead of the Unity QualitySettings level
Fix foliage grid bounds calculations, basic implementation of terrain maps in compute foliage placement
There's a typo here in ModelRenderer.LocalBounds
Get safer sceneobject bounds, return zero size bounds for infinite sceneobject bounds - getting infinite bounds is not desired
Change default filename.
Fix export button appearing when it shouldn't.
Wipe my ass layer doing nothing
Unused Occlusion query layer
Remove r_tiled_rendering toggle, it is a requirement of any forward+ pipeline
Tiled culling in managed render pipeline
Depth only prepass very likely doesn't need lighting constants
Lightbinner layer managed
Fix ObjectHighlight.shader
Make sure turning direct/indirect lighting off still works on managed lightbinner layer
memdbgon.h doesn't belong in a .h file
Santa jacket/trousers lods (citizen version)
Searching by filename with extension will test correctly with assets too, fixes Facepunch/sbox-issues#7174
Navigate to project root instead of selecting engine asset when ShowBaseContent is disabled, fixes Facepunch/sbox-issues#7175
Move 'Show Base Content' toggle to asset browser toolbar so people stop acting like I've stolen their car keys
https://files.facepunch.com/solw/2024/December/17_16-46-AquamarineHound.png
Humans: add temporary intercardinal movement animations derived from offset cardinal directions + use new mixed animgraph setup
Santa jacket/trousers lods (human version)
Allow AssetType to get all file extensions, primary and additional
Remove hacky fix for image extension tags, do it properly
Make this readonly list so it can't be fucked with
Santa jacket uses neck_clothing bone to minimise twist deformation
Merge branch 'master' into shadercompiler
Fix SoundTool using propertysheet instead of controlsheet
Fix obsoletes while I'm here
No longer should pre-process in CompileShaderAndGetVariables
Refactoring
Refactoring to expose a simple mode
Leaderboard backup, run #
16205
Remove crumbs of ToolsShadingComplexity, we can replicate quad overdraw in almost every material without a special mode, shading complexity itself is on toolsvis now, toolsvis class
There's also a duplicate shading complexity shader
Lightmapping combos go on shadingmodel
Fix typos
Remove ToolsVis() and ToolsShadingComplexity() ( & ToolsWireframe ) mode from everything
EnvironmentMap::From to calculate all envmaps on a position
PerViewLightingConstantBuffer_t completely unused