21,419 Commits over 1,552 Days - 0.58cph!
Package references uses control sheet
InputAction can't use control sheet yet, it exists sandbox.system and now it can't be moved from there to be exposed
Move input actions back to sandbox.system
Expose ControlModeSettings
Supported Control Modes uses control sheet
Add CustomEditor for NamedEditor "keybind"
InputActionPanel modal uses control sheet
Move InputAction and enums from sandbox.system to sandbox.engine so they can be exposed
CompilerPage uses control sheet
Get rid of property sheet usage in widget gallery
Shadergraph: Use control sheet for preview settings popup
OpenPropertySheet -> OpenControlSheet
Don't adapt ActionBasedSerializedProperty for this, create a ReflectionSerializedProperty instead
ActionBasedSerializedProperty can provide attributes
Page scene view uses control sheets
Page notifications uses control sheets
Set tooltips for static control sheet properties
Page networking uses control sheets
Add ControlSheet.AddProperty for expression to easily add static properties
Add code editor control widget
delete preferences.build event
Title current code editor so it can show up titled in settings
Page general uses control sheets
Citizen/animgraph: fixed broken crouch states (oops)
Fixed NRE in code upgrader for HostSync in scenario where no sibling Sync is found
Use custom mip filter that samples from neighbors for cubemapper
https://i.imgur.com/nn23dRG.png
More unused render pipeline
Remove SceneSystemStats (snapshots for external debugger)
Begin migrating CRenderingPipelineStandard to managed RenderPipeline with RenderLayer & ProceduralRenderLayer (w/ callback). Starting with depth prepass layer.
Stash shader before I re-write to use AABB
Switch to using bboxes for slightly more accurate results, hi-z mip checks
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
Fix parsing <see> with langword / href
Give some hitbox depth bias to capsule collider gizmo
Fix undo for convert to prefab (#1730)
We need to explicitly unset PrefabSource by calling BreakFromPrefab if __Prefab is not specified.
Make comment more explicit
Shadergraph: Fix preview ShowSkybox option
Fix SceneRenderingWidget not calling PreRender
Only add query flag is property was set to true - otherwise remove the query flag
Start using SceneRenderingWidget instead of NativeRenderingWidget for shadergraph https://files.facepunch.com/layla/1b1311b1/sbox-dev_v8vsdE0JhV.png
Citizen/animgraph: add character_type enum & branches so that Citizen & Humans can use the same animgraph. Ongoing work.
Humans: convert Citizen animations on the ModelDoc side rather than graph side
Move Qt.Orientation to Editor namespace, LinkableSplitter uses it
This stuff shouldn't be public
Replace SetRoot call with MergeToPreserveExisting
Tidy up, add CSceneObjectCullingData, add user-controllable per-camera toggle for occlusion culling
Add native CRenderAttributes merge function that preserves existing values
Use that function to merge render attributes in managed
Obsolete HostSync, add SyncFlag, add code upgrade / fix (#1729)
Explicitly set fields/props to null when deserializing (#1728)
Fix deserialize no longer being called
Only breakfromprefab during serialization when undoing
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
Have Sync.Query set the SyncFlags.Query flag
Update fix titles to be more specific
SyncFlag -> SyncFlags. Support SyncFlags.Query - replacement for Query = true. Add Code Fixer for Query named argument - auto combine flags in fix if already exists.
Expose category tree and package properties to package find results
Package category tree
WIP filter, allow discovering WIP games
Always define vTexCoord2 by default
Shader rebuild
Fix CameraComponent.ScreenNormalToRay
Always define vTexCoord2 by default
santa outfit