14,461 Commits over 1,614 Days - 0.37cph!
Remove Panel.SetNeedsFinalLayout
Remove PanelStyle.sortedRules, no need to reverse AllStyleSheets
Build style rules in parallel (prevent ui hitching)
HashSet benchmarks
Remove SFM/Dota/Etc stuff from rendering pipeline (#904)
* Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it
* Delete all code, shaders and dependencies from other rendering pipelines
* Rewrite visualize_physics without deferred and deprecated stuff, also fix a bug with depth sorting
* Fix references to old pipelines on remainder of shaders
* Fix debug_sunshadow, update all_shaders list and delete compiled shaders for stuff we don't use anymore
* Remove HSL Grain and old Volumetrics from SFM, note that SFM lights already cast volumetrics in our pipeline without that
* Fix crash on moviedoc on maps with volumetrics
* Revert deletion of debug_sunshadow_vis.vmat
* Put RecoverWorldPosFromProjectedDepthAndRay on shared code
Make asset browser custom asset types refresh on tool compiles again
EditorModelAttribute: strip _c from path
Rubikon: Ray cast optimizations against meshes from Dirk
Tools always load local packages on active
USP fixes
normal error fixed
bodygroup setup improvements
USP Match Pistol
art pass for the USP pistol
includes viewmodel and worldmodel meshes
https://files.facepunch.com/rickgreeve/Vs3XVgXn2y.jpg
Fix loading addons in tools registering their events + cleanup Hammer package integration
Give menu addon an asset path again
Fixed project templates listview getting cut off https://files.facepunch.com/devultj/1b3011b1/HVoY9GSNkU.png
Mark some of our base libraries without HasAssets, hide them in asset browser - I'm not too sure about including base just yet
Fixed game window drag'n'drop being an error with multiple files
sboxgame/issues/issues/3017
Quick fix to Monobrow grey .clothing file profile picture
New Hair! - Big Scruffy Beard
https://files.facepunch.com/daniel/1b2911b1/sbox-dev_MvCKICBk1H.jpg
Include assembly name in type identity calculation
Fixes a rare issue when there are multiple types with same full name.
sboxgame/issues/issues/2939
Group Proxy preview updates when editing Transforms in the property sheet
sboxgame/issues/issues/2990
When finding dependant assets always search the same path first before any other
Fixes a case where the assetsystem would get confused and infinitely recompile an asset if it had a dependancy across 2 addons, e.g:
dm98's dm_crowbar.vmdl depends on crowbar01.fbx which exists in:
1. addons/citizen/models/citizen_props/crowbar01.fbx
2. addons/dm98/models/citizen_props/crowbar01.fbx
Now it'll always favour 2 because it's in the same addon
adding concrete hotspot mat/texture, updating bricks texture for tiling continuity
Merge branch 'master' of sbox
Give a warning when hotloading asset but couldn't load json
Fix exception when reporting exception in event.run
Report and skip when failed to install a local package
Fix crashes/weirdness when extruding subdivided faces in Hammer
sboxgame/issues/issues/2987
Hammer: Max lightmap resolution 8k as 16k is impractical and never worked
Hammer: Fix entities from remote packages by using new PackageManager API
Fix swapchain assert when closing editor window
Fix typo in material compiler where it'd keep upgrading materials, provide some feedback too
MET standardize shader to shader_c
Recompile the rest of the materials that were using legacy paths before (hopefully this is all of them now)
Wrap initial package loading in a try get and noisily ignore load errors instead of bootstrap init false
When loading a tool package, load toolbase too
Fix startup error when no ContentPath
beer bottle
changed from mesh phys to capsule and cylinder
Merge branch 'master' of sbox
Package cleanup (#887)
Added singleton PackageManager which handles all package downloading, installing. LocalProjects are self compiling and their assemblies are used to mock a Package.
Scenes rendered from Sandbox.Tools apply an SVF_TOOL_VIEW flag, primarily this will stop stereo rendering on it
Recompile all materials again
Apparently they had old CRCs?
Fix error happening when using MET or recompiling assets due to null metadata in LoadTags
Fix static event exceptions throwing an error instead of showing the real exception
Fix typo VFX_REGISTER_INPUT_TEXTURE > VFX_REGISTER_TEXTURE
Don't compile shader if they exceed our VFX_MAX_SAMPLERS
Hair_Longbrown Test files
Remove large_crate assets
Prefabs: Add Scale control to Root Entity and don't reset it back to 1 when opening editor https://files.facepunch.com/devultj/1b2611b1/sbox_IEHx2r0LU0.mp4
Make PlatformEntity.StartMoveBackwards/Forwards actually start moving, not just set direction
Fix WebPanelTest throwing NRE in debugger
.editorconfig changes to match Valve coding style better
Delete IVfx::GetAllShaderVariables was only used for dynamic shader compiles
Non Pow2 textures are allowed so make sure the tex coord scale gets set
Auto upgrade "shader" kv in vmat source instead of just compiled, e.g "vr_complex.vfx" -> "shaders/complex.shader_c"
Recompile all assets - mainly upgrading legacy shader names
Fixed game resource editor completely rebuilding when editing values
Fixes drag-editing floats for example not really working for sound scapes, etc
Increase default size of GameResource editor
So that soundscape editor is not squished and basically unusable without editing width every time
Disable detailed hotload diagnostics unless hotload_log >= 2
Vis3: Use large bit vec for grid set storage and restore log warning about accessing bit out of range (this should never happen now)
Placeholder icons for local projects
Addresses sboxgame/issues/issues/2468
Update cache optimized kd node
Apply scale of ScaleAndMirror to particle nodes in ModelDoc
(Shift+)Tab scrolls TextEntry autocomplete
Addresses sboxgame/issues/issues/1190
Delete unused files from visbuilder
TextManager creates texture with mips