13,509 Commits over 1,522 Days - 0.37cph!
Fix optimized shaders not actually compiling as optimized
Add SceneModel.GetAttachment, identical API as ModelEntity
Add SceneModel.SetAnimParameter for rotations (was there a reason this was missing?)
Fixed cinderblock blend not have 2 layers
Recompiled assets
Add resource reference and file dependency for subgraphs so animgraphs reload when they change
Check type inits before loading an assembly Facepunch/sbox-issues#2313
Cleaned up some game setting code. Added MoveSetting. Added options for moving a setting up or down in the list. Ensure that when the list is rebuilt the previously selected page stays selected.
Added functionality for setting a description per Game Setting that will show during lobby creation
Ensure description is updated properly from TextEdit
Fixed NRE in GameLobbySettings that occurs when a Choice setting has an empty value (Gunfight)
Strip a tiny bit of shit
Only hide non floating dock widgets in Hammer when toggling fullscreen layout ( resolves Facepunch/sbox-issues#2301 )
Update server side animation for entities that don't use animgraph too, this fixes barrier on construct car park
Disable spinning the UI on demand recompiles for now because it's causing re-entrant calls to ForceSynchronizationAndBlockUntilManifestLoaded()
Fix a resourcesystem error by avoiding an unnecessary resource fetch in LightDescFromEntity within CLightHelper::Render, CLightHelper manages its own lightcookie handles
Fixed hit testing on models having first bodygroup forced to 1
Fixes not being able to click on citizen's head in Hammer, and any other model that had first bodygroup empty as second option.
Fix edge case where block tools crashes when viewing acoustic geometry in hammer
Fix lightmapres & others blocking vis & viewing steam audio scenes
Precache animgraph, there's probably a better place to do this but it fixes clients not being able to load animgraph set by server
Hammer: Fix Qt already has layout console spew with CQStylizedGroupBoxControllable
Hammer: Make sure the toolbar extensions have a background color so they're usable
Proper fallback handling for no audio devices, fixes game startup crash w/o audio device, but also removal and new audio devices mid game - Resolves #378
Posh dress LODs + Skinning fixes
Fixed odd collision on small oak tree
Alphabetically sort output textures when compiling material
Use latest version of bc7e.ispc with determinism fixes and improvements to solid color block encoding (richgel999/bc7enc_rdo)
Summer Shorts skinning and clipping fixes
Fix list view in inspector not creating classes
Fixed TextManager not evicting old textures regularly enough
Fix soundscape sounds not stopping and volume not cross fading properly
Skirt Delete
Deleting Skirt asset, will make another one to fill it's place in the future.
Polo Shirt Skinning and LODs
Adding LODs and Small adjustments to Skinning of Polo Shirt
Fix LocalPosition and LocalRotation setting physics body to wrong position
Adding clear back, since people were using it
Decal.Clear uses RPC instead of native networking
Handle multiple line input in in-game console
Fix addon exceptions not logging correctly
Fix oopsie where most Hammer inputs don't work
Do not allow using any public method as hammer input
New Outfit Piece - Polo Shirt
New Blue Polo shirt, LODs and skinning adjustments coming ASAP
https://files.facepunch.com/daniel/1b1311b1/Photoshop_bRnXTjWccU.jpg
Fix ragdoll render bounds, fixes ragdolls getting culled when clearly still in view
Clean notice manager, prevent exception on exit
css supports universal selector
Hide constructor for ICSharpCompiler.Diagnostic
Cleanups
Warning fixes
Prop Physics can be clientside only through Hammer
New inputs for Prop
SetCollisions (1/0)
SetVisible (1/0)
SetBodyGroup (by name in modeldoc)
SetMaterialGroup (by name in modeldoc)
SetScale (float)
Delete (replaces Kill)
Load texture options from meta instead of txt https://files.facepunch.com/layla/1b1311b1/sbox-dev_pVhUB9McwK.png
Don't allow animgraph override on client unless the entity is client only
Fix asset type popup shadow in wrong place
Paint the top of the GameFrame when in full screen mode
Added SceneCamera.EnablePostProcessing
Rename RenderDevice to g_pRenderDevice
Add Render.DrawSceneToTexture
Remove old RenderScene implementation
Disable initial screen clear (assuming it's not needed now)
Remove unused AllocateD3DTexture from texturedx11
Not sure what this GetBinding call was hoping to achieve
Render ScenePanel SceneViews as dependant views rather than EmbeddedViews - because they get rendered first apparently I don't even know
Create a version of CreateRenderTarget that'll only create if the passed in texture is different
Fallback MSAA if not supported when rendering scene
Bought back ScenePanel.RenderOnce, added ScenePanel.RenderNextFrame()
Fix new Texture.Create being commented out
Reduce size of default SoundscapeRadiusEntity
When leaving a soundscape, keep playing it until you're not in a soundscape anymore