17,146 Commits over 1,308 Days - 0.55cph!
Update Microsoft.CodeAnalysis.CSharp 4.6.0 -> 4.7.0
Allow C# ref returns
Hotload test for dictionary enumeration order (sboxgame/issues#3391)
Use sorted dictionaries for network tables, component lists
Fixes sboxgame/issues#3391
Hotload: Support sorted dictionaries in DictionaryUpgrader
Scifi Helmet adjustments and LODs
Hotload test for dictionary enumeration order (sboxgame/issues#3391)
Use sorted dictionaries for network tables, component lists
Fixes sboxgame/issues#3391
Hotload test for dictionary enumeration order (#3391)
Use sorted dictionaries for network tables, component lists
Fixes #3391
Compatibility - legacy MouseWheel has setter, add obsolete TryScroll( float )
Delete vmpi completely, hastily removed from vrad2 (should be replaced with vrad3 really)
SceneWorld manages its PVS
Old MouseWheel should be float not vector2
Make mouse wheel a Vector2, implement initial horizontal mouse wheel support for UI
MouseWheel -> MouseScroll, obsolete old
Ignore scroll if it's not moving in the same direction that the panel overflows in
e.g. stops us interfering with vertical scrolls on horizontally
scrolling panels:
https://files.facepunch.com/alexguthrie/1b3011b1/sbox-dev_12znz25nJC.mp4
Invert scroll X axis
Update some more places where I forgot to change MouseWheel to MouseScroll, obsolete `Input.MouseWheel` and `InputData.MouseWheel`
WorldInput uses Vector2 for scroll
Pass keyboard modifiers to mouse wheel event, and interpret mouse scrolls as horizontal if shift key is held
Invert scroll value for emulated horizontal scroll (scrolling down should scroll to the right)
Invert scroll value for emulated horizontal scroll (scrolling down should scroll to the right)
Map has SceneMap and loads physics, Entities loaded from MapLoader
Add SceneMapLoader, only loader we can have right now without an entity system
Map uses physics world of loader, don't load physics if it's not provided
CRenderingWorldSession is too full of shit, new class called CCameraRenderer, move what we need
Remove render pipeline logic from client.dll, just grab them in CRenderingWorldSession instead
Wrap CRenderingWorldSession in a c# object with gc, each SceneCamera gets one
fill in the rest of placeholder CViewSetup
Be more careful about finding active packages
Takes into account full / menu packages, fixes sboxgame/issues#3886
Restore AssetBrowser property attribute editor
Delete RippleCompute, add Fluid Simulator
Iterate on fluid simulation, divergence needs to be 2D
Iterate simulation
Map fluid simulation properly to water shader
Advect UV and dye on fluid simulator, add blend to water
Don't bind voxel visibility, not much use in managed, just setup vis on world ref
Remove native assetbrowser and replace all instances with our own asset picker ( orgs/sboxgame/discussions/3940 )
Make QAssetSelectionWidget and QEmbeddedAssetPicker selection work again
Make callbacks/listeners work again on QEmbeddedAssetPicker
Push/Pull buttons fuck off
Pass custom menu to embedded preview picker
Pass keyboard modifiers to mouse wheel event, and interpret mouse scrolls as horizontal if shift key is held
helpsystem link toolutils2
Fix CQModelPickerWidget leaking picker
Invert scroll X axis
Update some more places where I forgot to change MouseWheel to MouseScroll, obsolete `Input.MouseWheel` and `InputData.MouseWheel`
WorldInput uses Vector2 for scroll
Fix all the menus to use CQAssetMenuHelper
Ignore scroll if it's not moving in the same direction that the panel overflows in
e.g. stops us interfering with vertical scrolls on horizontally
scrolling panels:
https://files.facepunch.com/alexguthrie/1b3011b1/sbox-dev_12znz25nJC.mp4
MouseWheel -> MouseScroll, obsolete old
propertyeditor dependency for toolframework2
Cleanup asset picker names now that we don't have 2 paths
Move IEnginePVSManager to public, grab it through render service for now
Set scene world pvs from world ref voxel visibility
SimpleRenderScene grabs pvs from scene world
Make mouse wheel a Vector2, implement initial horizontal mouse wheel support for UI
Delete assetbrowser project
Fix random includes / old types
Be more careful about finding active packages
Takes into account full / menu packages, fixes sboxgame/issues#3886
Body groups no longer affect hitboxes / hitbox sets
Should fix sboxgame/issues/issues/2922
Simple CQAssetMenuHelper in toolutils2 that calls managed and also custom menu command contexts
Add managed PopulateAssetMenu, use it in embedded picker to replace g_pAssetBrowserToolSystem->CreateMenuForAssets
https://files.facepunch.com/matt/1b3011b1/sbox-dev_6gcU7tzAys.png
Get voxel visibility from world reference
Young and Old Skin adjustments
Run RichPresenceSystem.Tick in GameMenuDll instead, fixes presence being incorrect while in a game's menu
Run ServerConfig.UpdateFromPackage after ServerInformation gets set, fixes bind collection failing to load in GameMenu
Remove unneeded rich presence setter
Add StepSimulation that returns awake list to managed
All SFM CreateSemiModalBrowser replaced with C# picker
Remove IAssetBrowserSystem::CreateSemiModalBrowser
Move CQEmbeddedAssetPicker to toolsutil2, remove CreateEmbeddedPicker, tools can create this directly
Replace embedded pickers interfaces with toolutils2 CQEmbeddedAssetPicker
Don't bother binding aggregate data, sometimes its a resource handle but sometimes not and we can't bind both
Remove skeleton void ptr from aggregate, out of game wont have a skeleton instance. Get skeleton from entity id -> body component
CModel::GetAllHitboxSets and CModel::GetAllHitboxes
Ignores mesh group mask when fetching
Add OpenPicker that accepts a lambda
Replace semi modal browsers with our own C# picker in all tools, missing sfm
Move GameUI renderer from a IRenderHandler
Strip IRenderHandler
Render a camera from c# instead of c++
C# AssetPicker support multiple asset picking so it drops in native easier