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3,194 Commits over 944 Days - 0.14cph!
Add steam friends list to main menu
Fix hotload going into webcon
Fix addon errors relating to usage of angles
PitchYawRollFromQuaternion returns FRotator instead of conversion to FVector
Fix incorrect spawn view angles due to Vector3->Angles conversion. Add Angles.WithPitch,Yaw,Roll
Add lightmap uv generator
Merge branch 'master' of github.com:Facepunch/SandboxGame
Allow static models to choose a uv channel for lightmap uv generation
Add base materials for unpacking uv and rendering world positions, painting sphere masks and a test material for paint overlay.
Add test paintable entity, renders paintable model to pocket world to capture world positions. Paints sphere masks to another render target.
Add forces to follow movement instead of just teleporting
Revert "Make AngularVelocity return the vector in pitch yaw roll"
This reverts commit e4e13903c34737994a03e0a5d128401f5336cd5b.
Angles<->Vector3 will convert rotation around axis to/from pitch yaw roll
Make AngularVelocity return the vector in pitch yaw roll
Add UI for clothing items. Cache material parent so it can be returned. Create new skin material so it can be tinted, replace any skin materials in clothes with tintable material.
List wearable items on UI, remove or add items on doll.
Add dresser scene. Add ShadowBias to light entities. Don't draw Hud when rendering screenshots.
Add addon for clothing/dresser systems
Move DefaultPostProcess from gamemode to world
Add orbit camera to dresser, with pitch clamp and adjust fov with aspect ratio
Dresser menu
Add view min/max clamping to controllables
Add FredokaOne font and dresser icons
Add UI for clothing categories
Vectorize dresser UI icons
Only process coherent mouse events when on a view or event type is mouse up (fixes some focus issues)
Add player start to dresser scene
Add Game.UIDisableWorldRendering as a potential optimization when menu completely covers viewport
Add LoadedTask to assets so user can wait for async loading if needed. Add TaskWaiter class to safely wait for tasks to complete.
Experiment with drawing scene capture render target onto canvas with correct blending
Gamma correct in passthrough material
Experiment with second render target to downscale and blend properly
Support coherent live view textures
Fix texture resize outline issue
Draw material thumbnails on UI
Set srgb setting when creating texture from render target
Add scale factor for creating texture from render target to solve aliasing issue
Render thumbnails for map editor materials. Add support for coherent preloaded images, fetched from texture asset library. Add import settings to texture asset so SRGB can be changed.
Remove native thumbnail renderer now that it can be done from C#
Destroy all actors in preview scene world to fix world not being garbage collected
Update scene capture contents every tick (until I fix UpdateDeferredCaptures not being called for preview scenes)
Fix components in preview scene not ticking
Add preview player model to test pocket world rendering. Save render targets to png.
Add PreviewScene entity. Allow entities to spawn inside pocket worlds.
Bind scene capture
Attach scene capture with render target to sandbox camera entity
Allow scene capture to hide owner
Ignore attach parent, not the scene capture owner
Hopefully fixed bug with MaterialFromTexture importer sometimes showing texture as white
Add create texture from render target
CreateTextureFromRenderTarget sets alpha channel to 255 (alpha is reversed)
Add fov angle to thumbnail rendering
Allow resolve addon with dependencies to have optional required addon
Add required gamemode section to start game menu when selected gamemode has editor tag
Load citizen player model outfit from clothing assets
Add UI modal for creating new emitter
Add particle emitter templates for new emitter modal
Add load asset modal
Try to load particle asset from modal selected path and filename
Hook up toolbar buttons to editor actions
Add required and spawn modules to module list UI
Allow multiple particle modules to be added on the native side for if/when we need it. Make remove module button functional.
Make module enable/disable toggle functional
Update asset module list when adding new module. Move event generator to top of module stack before updating module list (unreal bug that removes what it thinks is the type data module)
Make all module curves editable
Add inspector to particle editor ui
Particle editor UI progress. Show emitters and modules from an actual particle system asset. Add new modules from UI.
Enumerating files now searches in search paths too (SBOX-130)
Add arcade cabinet assets
Rename Arcade GameAPI.Unreal to GameAPI.Engine
Add RefreshBoneTransforms to skeletal mesh entity, this is useful for when you want to disable ragdoll physics and not have it spazz out for a until next tick
Add dummy ui to capture mouse