16,833 Commits over 1,277 Days - 0.55cph!
New tier0 platform compile base
OVERRIDE -> override
Remove ALIGN_POSTs
annotations
clean up some unused
Fix physicsbody UAF in Trace
I think this completely fixes the event system duplicates
Remove audioprocess and audio2haptic
Remove psf_to_vsnap and pcf_to_source2lib
Remove pixman
Move over cloth chain editor from qphysicscontrols to modeldoc_editor
Remove qphysicscontrols
Remove more unused parameters from lightbinner
Remove remaining crumbs of old sun shadowing, remove unused shadow functions, add bBaked to ComputeDirectLightingForLight
New tier0 platform compile base
OVERRIDE -> override
Remove ALIGN_POSTs
Remove CSunLightManager, used for old pre-hlvr sun rendering, a lot of code that's only used for dynamic sunlight different to everything else in light rendering
Fixed project settings layout being fucked
Don't change window background color when unfocused
Header bar
Attempt to fix duplicate events in editor (still happening though)
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`mask-repeat`: `no-repeat` uses border sampler, `round` acts like `clamp`
sboxgame/issues/issues/4061
Add Toolbar.Title, .Movable, .Floatable
Should fix exception when opening assets
Whoops, revert Log.Info back to Log.Trace here
Always call HotloadManager.Replace in PackageLoader.AddAssembly
Updated docs to explain why
Kill controller input system if we run out of gamepads to use
General cleanup, remove unused ControllerOverlay panel
Remove InputManifestTemplate/GamepadManifestTemplate groups from Sandbox.Game csproj since they don't exist
Don't run ControllerInput.Tick at all if we don't have a controller
When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor)
Whitelist specific attributes in System.ComponentModel.DataAnnotations, avoiding CompareAttribute
Move cubemap building to buildcubemaps.cpp so it's all in one place
Removed renderToCubemap and environmentMaps on camera renderer, not needed for this branch
Remove changes to CCameraRenderer::RenderToTexture, not needed for this branch
Fix depth count for array texture, doesn't need to be * 6
C++20 Support
* Using /permissive and /Wv:18 to start
* Lots of odd fixes everywhere still coming from c++11
* Update protobuf to 24.3 and remove even older unused versions
Don't enable D_WORLDPANEL combo inside panel layers, avoids multiple uses of worldpanel matrix when a filter is active
sboxgame/issues/issues/4056
libprotobufd
Remove all these unused old protobuf .lib
this even older protobuf also wasn't being used
TypeLibrary uses dynamicAssembly to determine if dynamic, instead of checking for "package.*"
Add Sandbox.Utility.Parallel
Add Paint.LoadImage
Can put [EditorForAssetType] on a static method
Asset list cleanup
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Angles, Rotation, Vector2, Vector3, Vector4 all implement IParsable, have both TryParse and Parse + tests
sboxgame/issues/issues/4051
Set up TypeLibrary when initializing unit tests
Remove unused code, documentation pass
Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader
Only use pointer-events on elements we want to click on for SocialBar
Angles/Vector3 Json handle null
Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input
Scope UI simulation
Remove context hacks
Add an env var for the engine path
Add Application static global class
Add support for game code to have unit tests
Sort envmaps by array index before sorting by priority otherwise priority can fail!!!
Gizmo Draw Sprite alternative
Gizmo object scope
Gizmo object selection
Add SelectionSystem
BaseItemWidget has a SelectionSystem, which can be set (allowing selection sync)
Don't need to use MarkRenderTargetRead
Build 1 cubemap per frame for now, render thread getting overwhelmed?