13,509 Commits over 1,522 Days - 0.37cph!
Fixed server thinking build had failed if no build was needed
Fix error list exception
Fix error list not filtering
Handle and show a message when game fails to load, instead of loading anyway
Obsolete ConstantBuffer, implement RenderAttributes.SetData
Documentation + Support for arrays & spans
Cleaned up
Merge pull request #592 from Facepunch/dynamic-cbuf
Dynamic Constant Buffers
Increase menu build timeout
Don't show warnings/info in menu compile error
Fix assembly resolution when rewriting
Citizen/clothing: various improvements
Make sure Global.Server gets set OnServerInfo so Global.GameTitle and shit is avaliable, fixes rich presence not working too
Hammer: Fix base entities appearing as if they only belonged to certain local games
Only create this package.base Compiler in tools mode once again (for Hammer / GameData), since local compilations are now consolidated with base code
Basic assembly reference rewriting
Rewrite packaged addon references if needed
Merge branch 'assembly-rewrite'
Better handle failed downloads when loading to a server
Switch some entity methods to check validity of internal pointer, not realm
ModelEntity.TakeDecalsFrom throws explicitly when given null
Fix malformed comment on RenderTreeBuilder.AddAttribute
Add MapNode.Copy() creates a copy of the node and adds it to the current mapdoc
Make Hammer entities correctly categorize local projects again
Fixed a race condition with loading custom resources in tools
Fixed ResourceProperty not working with base Resources
Only tell ac to forget the assembly if it's going away
Throw more useful exception when ac can't resolve an assembly
For now don't include base with generic addons (needs some work)
Use correct assembly name for packaged content
When hotloading runtime stuff on the server, also include packaged addons so they hotload too
Client hotload in a more organised way
Add map nodes MapGroup and MapInstance, example usage of MapInstance:
```
new MapInstance()
{
Position = Vector3.Up * 128.0f,
Target = Selection.All.First(),
};
```
Fix tests that use sandbox game
Load addons after gamemode is compiled
Include base addon with Runtime content
Isolate the assemblies in their own LoadContext when loading
Compiled assemblies don't need a dynamic name now, unify name with release so addons work on local versions of games
Citizen: LOD0/1 don't compress tangents/texcoords anymore, fixing shading seams
Fix crashes when trying to set an animgraph on a model with no bones (still allowed because they may have morphs)
Fix CAsset::RequireInstanceInfo error
This was happening because when updating the splashscreen we spin, which also runs async tasks. One of the tasks loaded a dll, which initialized all the statics. The post process materials were loaded here. The problem was that this was happening before the asset system was initialized, so it all shit itself. Now it spins the UI but shouldn't run async tasks.
Don't overflow the Embed network table with too many small files - maybe this should be limited to html, css only?
Make base compiler part of ServerContext.CompileGroup in non tools mode too so local games successfully compile
Fix uploading addons that target games using legacy uploaded assembly path
Make our access tests work with new uploaded assembly path
New Outfit Piece! - Flatcap Hat
https://files.facepunch.com/daniel/1b2611b1/Photoshop_SK6YieyB9t.jpg
LODs coming soon.
Project references normalize and encode properly for XML in SolutionGenerator so Visual Studio doesn't cry when seeing an &
Print compile errors when no tools mode
Fixed extensions not working
Addons + Razor + New Menu sbox-issues/discussions/2438
Fixed "fire once" or OutputConnection.TimesToFire not doing anything
Asset browser addon icons reflect their type
Change addon grouping in AddonSwitcher
Addons are grouped by Active AND Type. Groups can also be collapsed now.
New Outfit Piece! - Fedora..
https://files.facepunch.com/daniel/1b2611b1/sbox-dev_a3Ipo4jVY4.png
Fedoras... are awesome. LODs coming asap.
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity.
Fixed custom game resources sometimes resetting to default values
This would happen if you open an asset that references other assets.
Keep better separation of game resources between realms
This affects editor/menu assets. Basically custom assets in tools are now stored under "Menu" container, not "None". This fixes menu compiled types trying to be used on the server/client, which would throw errors.
Fixed editing assets while in-game resetting child assets to defaults
Fixed editing custom game resources while the gamemode they are from is running causing any referenced assets (such as List<MyCustomChildGameResource>) to reset to default values on client and server.
Allow sending compiled shaders to clients
Preload post processing pass materials, should fix nvidia crash when using post processing
Small adjustment to Nerdy Glasses asset
New Outfit Piece! - Nerdy Glasses
Some nerdy glasses, LODs coming ASAP.
Update water ripple compute to have up to 10 concurrent splashes rather than 1 with constant buffers
https://files.facepunch.com/ognik/1b2411b1/sbox-dev_eap3MF7hAy.mp4
Fixup constant buffers not passing data properly, Allow them to initialize as arrays of a struct & allow lists to be passed too
Remove useless water includes, normalize spacing, move Barycentric3Interpolate to domain.hlsl
Always record voice when in VR - we'll probably want an option for this in the future
glass tweak on street light and lamp post
Color picker sliders signal a value changed
sbox-issues/issues/2426
Skip replicating global usings in codegen, they were causing compilation errors because they need to precede non-globals.. but they're globals so we can just not replicate them instead.
Compile optimized version of ui_text
Fix simple shaders render backfaces not working
Closes sbox-issues/issues/68
Citizen: fixed very small gaps that could show up in the torso-to-neck region in specific circumstances in LOD levels 0&1
Fixed "GameResourceA cannot be cast to GameResourceA" exception
sbox-issues/issues/2416
Add `hammer.mapview.contextmenu ( Menu, MapView )` event for tool addons to add options to the map view's context menu
Add Qt Menu.Icon
Create point entities from map view context menu, most useful is going to be recent entities
https://files.facepunch.com/matt/1b2111b1/sbox_bEtaFtYvtm.png
Resource selector supports multiple assets when base type is an asset