14,460 Commits over 1,614 Days - 0.37cph!
Move language cvar over to managed, add more languages
Language list matches Steam's fully supported language list (see https://partner.steamgames.com/doc/store/localization/languages under "Full Platform Supported Languages")
Throw exception when trying to create an entity in the game menu
Better handling of failed uploads, failed manifest pushing
Search all rigid and skinned decal lists to remove decal
Check if scene object has already been deleted in projected decal destructor
Only compile shader if at least one compile target succeeded, we probably need to do this for when we compile vulkan
Only create shader resource on successful compile
VideoPlayer: Support hls input format, defer loaded callback until video width and height is valid
Use new file upload endpoint
Fix upload progress
Fix logger stack trace sometimes wrongish
Fix upload progress better
Zombie Skin 01 Adjustments
ShaderGraph: Do a real shader compile for previews instead of dynamically patching a single pixel shader. This will make vertex shaders possible and gets us ready for vulkan.
Don't save state is window is disposed
Check for valid sound event before trying to update SoundEventBoxEntity
Defend against null children in UISystem.TickInput
Defend against panels turning null in Block.Destroy()
Handle unable to parse .meta file more gracefully, warn and overwrite
Fix gamelobby NRE when joining game
Clean up ServerLoad to diagnose exception
Fix lobby convar errors
Add lobby more network send methods
Tag lobbies, leave gamemenu lobbies when leaving gamemenu
Fixed css transform rotate lerps going the long way around
Close all channels when leaving lobby
Get lobby data when it changes instead of every access
Fixed css transforms with pixel lengths not being screen scaled
Route most lobby stuff to LobbyManager via interopgen rather than fp.sw
Lobby chat end to end
Don't allow entering newlines in textentry that isn't multiline
Fix TextEntry button presses propagating
When blurring a control, try to focus a parent panel
Fixes
Make ByteStream.TryRead public
Maintain lobby member list instead of querying every request
Wait for our membership to be confirmed before returning a created lobby
Added TypeLibrary.GetGenericArguments(Type) with access control checks
Only perform queued texture deletion this frame when not in main thread render block
FPArms: keep AO proxies disabled by default
FPArms: fix & improve AO proxies
Use ISO 8601 date format when publishing changes to asset.party
Scaled down muzzle flash particle to match USP viewmodel scaling
Revert NetWrite to see if it fixes @ryleigh's issues
Skeleton Skin Adjustments
Camera origin to bounds center for asset video
Destroy raytrace instances on resource status change instead, more reliable
Destroy raytrace instances on model deallocation, should fix RemoveInstancedEnv crash
Add CopyEvent, PasteEvent, CutEvent - prevent copy/paste keys in restricted WebSurface
Restore main thread render block fix.. looks like this is still needed
Revert "NetRead uses ByteStream under the hood" - see if this fixes @ryleigh's bug
Avoid models rendering black when assigning blendable to them
Video Recorder (#1100)
Adds tools only video writer, used for creating asset video thumbnails.
Simplify ILHotload error report change summary
Skeleton Skin
https://files.facepunch.com/daniel/1b1511b1/skeleterry3.png
https://files.facepunch.com/daniel/1b1511b1/skeleterry.png
New Spooky Skeleton Skin, adjustments to skinning and LODs coming ASAP.
Add CreateDelegate overloads that accept a target object
Added MethodDescription.CreateDelegate( Type )
Added TypeDescription.MakeGenericType( Type[] )
Uses same access control checks as CreateGeneric( Type[], object[] )
Added MethodDescription.CreateDelegate<T>()
Try to get change summary to actually show up in sentry on ILHotload error
Convert to entity space if worldspace = false for SBox_GetBoneTransform, make it work serverside
Add support for CBaseModelEntity::GetBoneTransform( bone, worldspace )
Add IByteParsable + tests
NetRead uses ByteStream under the hood
NetWrite uses NativeMemoryBlock
NativeMemoryBlock pooling
Fix orphan detection doing nothing, it was tailored for content/game folders
CI wasn't using that bat 🤦 delete orphans from workflow file
Moved more core assets to asset party
https://asset.party/facepunch/sboxassets
Updated avatar menu map
Add ByteStream ref struct, use it for Lobby network messages
VR: Move high-resolution menu rendering behind IsHighQualityVR property on RootPanel
Fixed #1092
Include a change summary during ILHotload errors
Fixed paths to members in hotload sentry reports
VR: Only wait for present if we have a valid swapchain handle
UI: Save default render target when iterating through layer stacks
Don't return from Lobby.Join until we're inside
Add IGameMenu.QueryLobbiesAsync