22,418 Commits over 1,614 Days - 0.58cph!
Make trees more filled out
Hammer: Add cell size and step height to tile grid dialog
Hammer: Update tilegrid when changing step height
Hammer: Attempt to make tile grid step height changeable instead of fixed 32
Renamed "Debris" tag to "Gibs" + Tagged assets with Gibs tag.
Initial work on foliage vertex data generator
Add FoliageVertexSwayGenerator node to editor
Whitelist System.IO.StreamReader/TextReader ( explicitly the Stream constructor only )
Basic key bind menu
https://files.facepunch.com/matt/1b2411b1/sbox_VIhmptifiG.png
Remove old unused default controller binds
Allow changing audio output device in tools
Save key binds
FPArms: updates to skinning (wrist/thumb) and skeleton (thumb)
Audio Device Selector (#151)
* Added audio device selector to then settings menu
Add more movement types to DoorHelper visualizer, and use that for ent_platform
Update base.fgd
Minor fixes to ent_platform
Fixed a typo in LogicEntity description
Start thinking about new addon system downloads
Hammer: Force uniform scale gizmo, this time only for non prop_static models
Fixed documentation comment for StandardPostProcess.Falloff
ent_path_platform - WarpToPoint also sets angles and fires OnPassed output on nodes
KeyframeEntity: Handle negative Time.Now intervals
Change Title
File upload tweak, bugger buffer, timeout
Resolve obsolete ResourceId usage
Don't derive Asset from Resource... fix getting assets by id/path returning null (#150)
Don't derive Asset from Resource, lets Sandbox.Game keep it's loaded assets instead of Sandbox.Engine
Fixes case when assets are loaded across Client, Server, Menu and all stored under the same ID,
meaning when you fetched by ID it would only be valid in one state.
Clear Asset dictionaries and dispose of watchers on Init/Shutdown
Initial work on foliage perf optimizations
- Alpha culling by clipping before we even get to the PS
Make specular optional
Fustrum cull triangles
Experiment with culling during shadow pass for foliage
Added transmission
Swap branch materials to new shader
Endpoint is returned from api
Change menu to show Output as the device label
Tidied up the code and revert to default audio device if unavailable
Added temporary check hardcoded English translation for default audio device
The audio device will now properly change when selected and be remembered on restart. Need to investigate why device id is returning its friendly name, using workaround until then to test it works
Add a way to get the active audio device name and set the current audio device by id
Update audio settings menu code test
Added Sound.GetAudioDevices() IEnumerable<AudioDevice> type and started hooking up audio settings UI / progress
Fix Slider not enabling form's save button when slid
Don't derive Asset from Resource, lets Sandbox.Game keep it's loaded assets instead of Sandbox.Engine
Fixes case when assets are loaded across Client, Server, Menu and all stored under the same ID,
meaning when you fetched by ID it would only be valid in one state.
Don't show leaderboards when rankings are per-map
Only show official maps when map selection mode is set to Official
Progress row supports cancelling
Addon upload cancellable
Tests for cancelling tasks on game loop end
Persist tasks that were awaiting a cancelled task
Test for task that saves itself from cancellation
Test for task that politely handles being cancelled
Let tasks from an expired context handle awaiting a cancelled task only once
Some extra safety when persisting tasks handling a cancellation
Hint the networked dictionary generator to support class types we can NetWrite as keys.
Blend with dest instead of src
ModelDoc: Allow collision group and interactions to be set directly in modeldoc instead of collision_properties.txt https://files.facepunch.com/layla/1b2311b1/sbox_ly6X3R6I3b.png
Per map ranks and Best/Increment ranking models
Add Window.SetModal
Add Widget.AdjustSize()
Fix Log.Error( exception ) not showing the exception
CRC buffer size increase
Progress popup system
FPArms: added AO proxies autogenerated from hitboxes
Increase light cookie size from 256 to 1024 per slice
Use a source blend of zero since we're either doing add or max
Get rid of unnecessary includes
Add more randomness to generic gibs
Hammer: Re-enable non uniform scaling for prop_static
ModelDoc: Added ability to convert hitboxes to AO proxies
FPArms: debug poses and updated constraints
Hammer: Prevent non-uniform box scale and scale on models via gizmos
Disable debug warning log on network hash mismatch
Implement [Net] IDictionary<TKey, BaseNetworkable> and expose IDictionary<TKey, object>, code gen is more resilient and gives better feedback for unsupported combination types.
FPArms: fixed incorrect arm_upper_R rotation axises, added hitbox capsules
No need to add the map manually (when it's compiled!)
Disable Valve's HIGH_QUALITY_SHADOWS, saves us a shader combo too