13,523 Commits over 1,522 Days - 0.37cph!
Added a realistic human player model! Comes with two heads and a default outfit. This is a first draft, with a rough base set of animations, subject to change and further development. Added a realistic human player model! Comes with two heads and a default outfit. This is a first draft, with a rough base set of animations, subject to change and further development.
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▌█▆▍▌▄ "▄▇▄▌ ▍▇▉▅▋▋ ▅▅▅▋█▋▇▌ ▉▆▊█▇██▍▉▆ ▅▅ ▆▍▄▍▄▌▍ .▌▇▅▋ ▊▌ ▌▇ █▆▇▌▅▄"
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▄▅▋▍: ▉▅▇ ▉▋▊ ▆▉ ▋▋:▅▇:▉▉ ▄▅▅▆ +▅▄▄▄
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▆▆▋▄: ▉▉▊ ▊▊▆ ▌▍ ▋▆:█▇:▉▄ ▇▉▋▄ +▌█▌▆
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▇▊▍▅▌▆: ▇▆▌▄▅ ▄▆▅▌▉▄ <▄▇▆▊▋▍▇▆▊▍▌@▍▆▉▌▍.▍▆▄▄▌▅▌.▍▍▆▌▇▅.▋▇▋>
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Animgraph: Basic support for anim event preview (only playsound and stopsound)
ModelDoc: Don't allow base model to be set as itself
Remove vwrlt and vwenvmap asset types, these don't exist
Recompile old maps toolscene_lighting_studio and error to fix compiler missing warnings
Add MorphCollection.Get to get override morph values
Remove some unused player netvars
Fix nav_edit, grab eye pos and angles from pawn aimray
Remove create_flashlight native command
Remove some unused functions from IPrediction
Add SceneObject.Batchable, for situations where dynamic attributes affect rendering
Delete unused shit from lightinglib
Add SceneSunLight.SkyColor for ambient light color outside of light probes
Compute ambient light spherical harmonics when there's no sunlight using scene camera ambient color (this allows cubemaps to show up without sunlight)
Add SceneCubemap, allows cubemaps to be applied in scene worlds
Add a default cubemap texture
Add cubemaps to menu scenes so metallics have a bit of reflection
Editor: Fixed not being able to upload maps to asset.party
updates props
- disabled baking light on some models in prefabs
- tweaked lods
- fixed normal on some textures
- added missing dirt/gloss on dead end texture
- tweakes glow on some light textures
Hammer: Asset Spray tool colors
https://files.facepunch.com/rubat/1b1511b1/sbox-dev_DJuBUU3yWI.mp4
Added Prop SetStatic input
Goatee small adjustments + colour variations
Use namespace alias operator in hotload tests
Failing test involving resolving method with namespaceless parameter
Fixed resolving methods with namespaceless parameter types
Better fix for model reloads
Don't destroy model strong handle on reload for now
Fixed uploading runtime addons not working
Delete SpawnMotionDisabled altogether, prop data should never be deciding this
Roll back support for SpawnMotionDisabled prop data
Pass depth buffer to translucent pass for glass
Add Tex2DMaxMSAA
Fix ghosting on glass when something is in-front of blurred glass
New Hair! - Goatee
New Goatee including morphs - LODs coming soon
https://files.facepunch.com/daniel/1b1511b1/sbox-dev_9jZfUNzaCg.jpg
Make a copy of an Entity's components before clearing them out, fixes collection modified error from deleting a component from within another component.
UI2: Fixed bug introduced by my length parse fix, where border-image style would fail
Add SetBorderImage test so that can't fall through the cracks again
"What's all this, then?"
Merge branch 'master' of sbox
Fixed VarClass sometimes getting stuck rebuilding every frame
NeedsRebuild was getting set to true during the rebuild, so it'd keep doing it every tick
Failing async method test
Better support for parsing generated names with generic parameter count
Hotload generated name refactor, fixing async state machine types
Added RangedFloat editor that respects MinMaxAttribute
FloatSliderProperty.HighlightColor now has an effect on the slider
Improve DecibelsSlider behavior with tiny sizes
Game keeps recompiling these surface_c files on my end
UI2: Fixed length parse fail for ending parenthesis, fixes "lighten/darken(#fff, 20%)"
Added more ColorParse tests, darken without spaces, and darken( mix )
Sorted out some XML documentation warnings
New Outfit Piece! - Flat Shoes
Simple nice flat shoes - https://files.facepunch.com/daniel/1b1411b1/sbox-dev_I8fdIZ9f6K.jpg
Adjustments + Reskins coming asap.
Model.Loaded uses WeakReference to not keep models that have no references loaded
Cleanup coreclr patch a bit
Strip xbox code from filesystem
Strip all this whitelist bullshit from basefilesystem
Fix strong handle leak in Model.Get( IModel ) - you could get ref counts on a model resource over a million from 5 minutes of gameplay
Fix strong handle leak on Material.Get( IMaterial ), ParticleSystem.Get( HParticleSystemDefinition ), AnimationGraph.Get( HAnimationGraph )
Rubikon: capsule vs hull/mesh improvements from Dirk
vacuum => vacuum cleaner
Added ISet/HashSet property editor
Clean up visuals of Dictionary property editor
This is faster without the parallel
Add benchmark project
Induce a tools hotload swap after game hotload - for the sakes of consistency
This was happening anyway, just at a random point
Make matt's amsi patch default (-amsi to disable)
Failing test for lambdas declared in non-swapped generic methods
But with swapped type parameters
Fixed test in 8a2bb255285d1e47c1314b70cd47f5ef92a2b21d
Log error when encountering unhandled generated types
Don't group identical console messages with different loggers
This leafiest asset stuff isn't used anymore
When registering custom asset type assets, register the compiled version too - which stops it thinking they're not compiled
If imported GameResource isn't compiled then compile it
Fixed passing in wrong name to RegisterResourceReference (might not be a bug but it looks like one)
Aggressively clip water reflections to prepare for SSR
Only add events on retail
Don't hotload/etc compiled assemblies that we've already hotloaded
Client only reload assemblies that have changed
No need to re-verify assemblies that we've already verified
Parallel thread .cs reads
Cleaner Generators
Clean compilegroup/compiler thread stuff
Entity.FindByIndex<T> just return null if can't cast to right type
Fix test
TypeLibrary hunch speedups
Don't do GC during server addon loading
Include editor sounds so everyone gets annoying compile sounds
Hotload manager use its own logger
Include compiled shaders on server
Disable AC optimization (it's not filling the resolver in propertly)
Merge branch 'master' into iteration-speed-sucks
Order the syntaxtrees before giving them to the compiler, because hotloading is going to want the names of things to be as close as deterministic as possible
Fix compile notifications popping up on boot
Fix compile notifications appearing on the top left of the screen for no reason
Not using it, but can at least fix SetWindowNoActivate
Merge pull request #688 from Facepunch/iteration-speed-sucks
Speed up code iteration time
Switch @visibility to @internal - because afaik it's the only visibility that makes sense + add unit tests