14,460 Commits over 1,614 Days - 0.37cph!
Menu: Add package_background fallback image for EventWidget
Update vfxcompile, less mpi shit, simpler parallel processing loop
Up MAX_LOGGING_STATE_COUNT from 128 -> 256, this is per thread and vfxcompile will have a main thread + 128 worker threads
Menu: Fix NewsWidget NRE if we've found no blogs (for if we have ingoing or outgoing connection problems)
readme: troubleshooting long paths
shaders workflow: always upload artifacts even on fail
shader workflow: can force build all
Add -renderdoc cli option for early renderdoc hooking
Don't needlessly set g_TransformBuffer or g_TiledLightBuffer on Submit, already set on init
ReadVfxFile: don't open file twice to skip bom, don't skip non utf-8 boms cause that's not gonna work
PrefabEditor: Categorize inspector properties by CategoryAttribute, where uncategorized entries float to the top https://files.facepunch.com/devultj/1b1311b1/devenv_QqSMMmeJMz.png
PrefabEditor: Added ScrollArea to both entity / component property inspectors https://files.facepunch.com/devultj/1b1311b1/sbox_haO3R72BW6.png
Range check indices in PhysicsBody.AddMeshShape, throw exception on failure
Ship compiled Complex with POM
Update lightcookie slices rendering incorrectly when a slice is removed, fix it running 16x times more than needed too
ShaderGraph: Revert changes to ScreenPosition node which made it do something completely different and add common accessors to it (xy, z, w)
Add ScreenCoordinate node which is what ScreenPosition was changed into doing
vfxcompile can specify -threads
shaders workflow uploads symbols
Add parallax to complex, also add lighting offsetting to it
Package.FetchAsync can skip cache
This reverts commit e04575555373f3d6faca204fe56d705a9aaa95be.
Revert LineEdit change (controls should only signal changes when changed, not when first set)
Change how errors are displayed in project publish
Hide prefab/prefabguid in entitycomponent in inspector
ModelDoc: fixed crash when clicking any node
Added bathtub_a & _a2 asset & adjusted oil_drum assets mass
https://files.facepunch.com/jason/1b1011b1/sbox_M8ZxQXqXQ7.png
Can drag and drop models/prefabs into the game
Avoid printing a warning when a project doesn't specify C# project name
Also try to fallback to Gamemode Title for project name first, if that is not acceptable, only then use the indent
Package uploader no longer tries to upload to archived packages
Also will now display more user friendly messages when you cannot go to the next page.
Setting text of LineEdit calls SignalValuesChanged() when it changed
Fixes editing ident of a project in Project Settings => Project Setup not correctly affecting first page of "Upload to asset.party"
ShaderGraph: Add cross product node
ShaderGraph: Fix selection box staying alive when color pickup popup closes
Experiment with a higher clustered mesh volume on map compile
https://cdn.discordapp.com/attachments/837029412892442654/1083673911184597052/image.png
Merge branch 'master' of sbox
ShaderGraph: Clamp AO, rough, metal, opacity material inputs because anything outside 0-1 has unexpected results (maybe this should be fixed in the material api?)
ShaderGraph: Reapply preview material on shader recompile, fixes preview becoming invisible when switching blend mode
Prefabs: Split up tags when adding them, resolves tags from prefab entities being grouped as one
Fix native texture thumbnail rendering not scaling up (tiny textures wouldn't fill up 256 thumb)
Fix NRE that sometimes happens when pasting shader graphs
Select all pasted items after they've all been created, some property editors trigger a property changed callback on selection (why?) which causes a recompile, we want to make sure everything is pasted before that happens
ShaderGraph: Create reroute node when dropping output while R key is held down
Be able to rotate fog volumes
Test transformed AABB for fog visibility tests
Pass world to volume on client, update volumetric_fog_controller helper based on rotated bounds, update fgd
https://i.imgur.com/ZvaA5Wl.png
Recompile fog shader
Clean up codegen for transform normal node, too messy
ShaderGraph: Use dynamic branching for transform normal node in preview mode (instant update of decode normal option)
ShaderGraph: Add some preview render options https://files.facepunch.com/layla/1b0911b1/sbox_3ucPCf9D7h.mp4
Fix volumetric lights not working for sunlights, both in hammer viewport and baked light
https://i.imgur.com/BzToOt2.png
ShaderGraph: Only start selection box when nothing is hovered or selected (shouldn't input propagation be handling this?)
Fuck with connection curves to allow for right angles https://files.facepunch.com/layla/1b0911b1/sbox_flstakdQA4.png
Editor: Fix PackageSelector showing all asset types when trying to filter games. Resolves sboxgame/issues/issues/2811
Fixed ModelDoc Weightlist preview
petrol can
Merge branch 'master' of sbox
Failing test for lambdas implemented as static methods
Split nested scope method delegate tests
Support for lambdas with nested scope methods
Allow reroute nodes to have comments above them https://files.facepunch.com/layla/1b0811b1/sbox_2yuWZoaX1G.mp4
Documentation pass on Widgets
Fix CheckBox mouse event callbacks
Make tag picker icons be not stretched out to 16x16
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Add keyboard modifiers to GraphicsMouseEvent + Documentation
ShaderGraph: First iteration of reroute nodes https://files.facepunch.com/layla/1b0811b1/sbox_P0rciQn0oh.mp4
Don't detect expander press on treeview item press if the item has no children, this was stopping items from being clicked sometimes (very annoying)
ShaderGraph: Create node preview when drag dropping from node palette https://files.facepunch.com/layla/1b0811b1/sbox_UdPTk18ydz.mp4
Add letter-spacing transition
Add support for line-height css property
Supports px and % values
https://files.facepunch.com/crayz/1b0711b1/sbox-dev_JqHcXREoIW.mp4
More common widgets documentation
Documentation pass for asset tags and widget events
Clean up asset browser context menu code a bit