11,136 Commits over 1,308 Days - 0.35cph!
Remove atlas resizing, feels overengineered, way we have adaptive shadow render size makes it feel pointless
Let shadow frusta be calculated entirely on shadowcache, removes redundant calculations and makes the data flow saner, remove bullshit from LightEntry
Add support for clearing rects from shadow atlases properly, queue them, fixes shadows on multicam views and childrens, note that shadow caching will still only happen on children views for now
Gizmo.Select: allow unselect of object selections
Shift allows multi select too but without deselecting
SceneViewWidget.UpdateHovered: Just because we're already selected doesn't mean we can't be hovered, otherwise how will you deselect me
Deselect game object when nothing is clicked
Tidy up AfterUI render stage and use that for after-UI post-processing effects, rename to `AddHookAfterUI`
SceneCamera viewport caps size properly
Bail out of CameraRenderer if no valid viewport
Unused resource glue
Log_Detailed these rendersystemvulkan messages
Fix crash with symlink resident resource reloading
Add `CameraComponent.AddHookAfterOverlay`, supports running post-processing effects after UI is drawn
Foliage: Fix depth alpha tests
Foliage: fmod phase to avoid jittering imprecision at high time/world offsets
Show mouse cursors inside scene view, wrap them to canvas rather than locking to center, panning follows same direction as other engines
If you preferred the previous panning behaviour there's an option for inverting it
https://files.facepunch.com/alexguthrie/1b3111b1/sbox_MUEzCxyWs7.mp4
Scene view orbit camera: account for mouse X axis, add invert options to editor preferences
sbox-issues/issues/4663
Add convar for toggling version overlay
ComponentSheet: Default to showing actions if no non-actions exist
Fix tests from non fully init engine
PackageManager Mount/Unmount reloads symlinked resident resources
Expose some basic stuff in PhysicsWorld / PhysicsBody etc to ActionGraph
Remove InputActionName struct, InputNodes, decorate original methods with [InputAction], use for InputActionControlWidget
Whine about very old nvidia drivers to the user
Vulkan: Always allow mutable swapchain format
Vulkan: Update swapchain texture spec if overridden swapchain format
videorecorder: convert image format if not RGBA
Add Scene -> Close All, Close All But This (https://files.facepunch.com/devultj/1b3111b1/D9bLtLtQpY.png)
Citizen: small adjustments to WalkFast_N + remade WalkFast_NE
DoF doesn't need to grab depth buffer, we can use the depth prepass (thanks Matt)
Don't need to grab depth for any other post processing effects either (because they don't use them)
Compile shaders
Undo changes to Graphics.GrabDepthTexture to avoid problems
Correctly resolve textures fetched from Graphics.GrabDepthTexture
DOF uses DepthBuffer texture again + clean up a bit
Update DOF post-processing to use new Depth::GetNormalized() instead of accessing non-existent texture
Forgot we're not using #nullable
Add Clone Game Object node
recast update latest
Update compat with recast
Add detour
Fix gradient fog not showing in the editor
Fix SceneFogVolume not updating because ID is 0
Update CubemapFog.cs
Add parameterless constructor for Transform which sets Scale to 1, add a test for it
Add ProceduralHitReaction to CitizenAnimatonHelper, expose Hitbox to DamageInfo since I think it'll be used by most people
Expose GameObject.Tags to ActionGraph
IRenderOverlay should have never existed
Keep track of referenced component types in ActionGraphs
Fixed not being able to drag in gameobjects to component control widgets, my bad
When a component isn't found, create a MissingComponent. When saving, save the original data so that missing a component isn't destructive.
https://files.facepunch.com/garry/dc9afdd8-51ec-47f0-a6e1-b9c5a75196d7.png
Disable a couple more crappy Vulkan overlays in editor mode
Project creator: doesn't matter if directory doesn't exist becuase we're gonna make it
Add Prop.IsStatic
Add boit icon to switch between actions and properties in component sheet
https://files.facepunch.com/garry/4409c013-7fba-4061-84e4-b77ea9b034b4.mp4
Add game/core/shadercache/vulkan/shaders.cache to git ignore
Fixed a bunch of cases where creating custom nodes would fail
Fix built in modeldoc game nodes not loading
Delete ExampleEditorTool.cs
Fix orbit camera stomping everything
Remove caching on ToTitleCase (causes more harm than good)
In CloudAssetDirectory, cache off the database instead of accessing every time
Faster, less accurate Asset.IsCompiled() (but still does what we want it for)
Can put evaluations in float inputs
https://files.facepunch.com/garry/7bda74b5-35ac-40c8-91be-322b6b13bf84.mp4
Fix bitvec startup assert
Temporary fix for RenderSceneToPixmap
NetList, NetDictionary (#1447)
* Initial commit
* Make NetworkTableContainer into an internal interface INetworkTableContainer. Use explicit interface implemention to keep members from being exposed to public API.
* Add some exception handling
* Let the INetworkTableContainer handle writing/reading whether it's only changes or a full update
* Backwards compatibility for IList and IDictionary but it isn't ideal so throw a warning to use NetList and NetDictionary
* Fix some documentation. Add ExchangeNetList test. When new instance of NetDictionary or NetList is created, add Reset change immediately. We want clients to know it's completely changed.
* Add appropriate unit tests
* Fix for hashcode
* INetworkCustom. Add tests for NetList, NetDictionary.
* Add example usage
* Better formatting
Update Facepunch.ActionGraph
Mark constant nodes as obsolete
Node input value widgets now respect attributes like [Range]
Some node reorganisation
When ambiguous, default to types like string, float, Vector3
Nicer display for constant color inputs
Filter out obsolete nodes from node list
TypeSerializedObject: ignore static fields / properties
Optional default group for ControlSheet.AddObject
Action Graph property panel cleanup
Add a test for FindInPhysics because chances are I'm going to forget this fix when izabu updates
Fix CastShape on mesh shape not returning hit fraction when toi is overlapped
Update editor play button when using F5 hotkey
sbox-issues/issues/4529
Add button to open code editor if we fail to load a project
Add Scene.FindInPhysics( sphere ) and Scene.FindInPhysics( bbox )
Dragging a model into the scene will spawn a prop if applicable