13,495 Commits over 1,522 Days - 0.37cph!
Citizen: fixed root_IK shifting slightly during landing
Merge branch 'master' of sbox
Revert "Fix console spam related to BasePathEntity post pain day 3"
This reverts commit 9c0ed5a486d7e77135fb16bad68db3792218ccda.
Add TraceResult.HitPosition same as EndPosition for rays, but for sweeps its going to be the contact point where as EndPosition should be how far the sweep got
New Outfit Piece! - Hawaiian Shirt
New Hawaiian Shirt for summer time! - LODs on there way soon. And some small fixes to the office blazer's skinning.
https://files.facepunch.com/daniel/1b2611b1/Photoshop_JyaToMg2ls.jpg
Fixed hotloading concurrent containers
EntityManager.OnHotloaded safety
Handle entities being added / removed during the event.
Make thumbnail generation more polite
Delete old beards
Delete old panorama materials
Fix vmix voicelist crash
Fix thumbnails feeling like they aren't generating
Generate material thumbnails as a sphere if possible
Fix crash if VMIX_GraphByName is null
Enable spew is hard locked waiting for resource
TypeLibrary.SetProperty doesn't try to set read only properties
Fix console spam related to BasePathEntity post pain day 3
Even more cleanups
UI Form uses DisplayInfo over scraping attributes manually
Light entities clean ups
Deprecate FogStength
Added FogStrength
Rearranged properties so they appear more logically in Hammer
Removed "No Shadow" volumetric fog options from Orthographic Light - they are not supported by the engine
Removed Volumetric Fog options from Environment Light - Fairly certain volumetric fog does not function for that entity
Added pointers to entity/property descriptions regarding how to get volumetric fog working in a map
Removed HideInEditor from base entities as we now use opt-in system
Improve some attribute descriptions
Delete native map IO from native light entities
Delete native map inputs/outputs from BaseEntity
Remove native map inputs from Model/AnimEntity
Add support for sweep traces against sphere shapes, needed to do some bullshit with a 0 radius sphere
[ResourceType] internally convert png/jpeg/tga/image to "jpg"
Asset browser view mode, bullshit types and flatten persist between sessions
Support r_light_probe_volume_debug_grid for env_light_probe_volume also (needs testing)
TypeLibrary initialize optimizations (5x faster)
Made ReflectionCache redundant, deleted
Fixed possible exception in ToTitleCase()
ToTitleCase(string) tests
Use memoization for short strings in ToTitleCase
More ToTitleCase tests
Fix LOD dropdown defaulting to 0
More persistent caching between hotloads
HotloadManager name consistency
Don't force GC collect on hotload, since we're doing it 3x for every compile
Update groups.vgc
Added networked attribute based material replacement to ModelEntity
Added failing hotload test for static initonly HashSets
Added ConcurrentQueueUpgrader
Fixed in-place hotload of a HashSet<T>
Allow individual types to be added to hotload SkipUpgrader
Skip hotload for types in System.Net.Http and System.Text.RegularExpressions
Fixed some false negatives when checking if a type is blittable
Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader
Only start addon worker threads when first needed
Make sure hotload verbose log works with and without -tools
Cache which static fields need to be watched in hotload
Some extra timing info for hotload
Added InstanceUpgrader.GetUpgraderOrDefault<T>()
DefaultUpgrader field caching, now uses auto-skip
Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab
Fix NRE in WaterController if PhysicsGroup is not valid
Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting
& more comments
Add clear context menu to asset property
Add DressSceneObject to ClothingContainer, to condense code repetition
SceneObject can replace materials based on attribute value
Clothing has EyeMaterial
Add gown clothing item
Add replacement attribute to citizen skin/eyes
Fix skins to use new system
Allow right click > open in editor for asset properties
Delete junk
Fix dress layers
Skin5 eyes
Balaclava LOD fixes
Fixes to Lods so no longer clipping in the head model!
Mouse wheel zoom in and out of face on avatar dresser
LOD override dropdown
Add sbox_feature_inheritlods
Add morph inheriting for in game models
Remove vconsole tools we're definitely never gonna use
.. and some more
Fix clothes showing in wardrobe multiple times
Revert changes to SetupPhysicsFromUnscaledModel - Some users have been reporting overlap tests etc sometimes failing. This change was to fix slow downs when loading maps with triggers covering the map, the fixes were only needed on the trigger entity, not native code
fixed broken normal map on pallet
Citizen/animgraph: second draft of big weapon branch refactor
Draw2D.TextSize returns a Rect
Vector3.ToScreen can take a ScreenSize, returns nullable Vector2
Fixed MinMaxAttribute using min as max in Hammer
Display( Description = .. to Description( .. in engine
Make [UseTemplate] work properly on consolidated builds (used for s&works) - instead of the generator trying to guess root directories feed it a map of physical paths -> virtual paths for all the cs files
New Outfit Piece! - Summer Shorts
New outfit for a hot day out for terry, as well as some needed adjustments to the leather gloves skinning and rigging.
Summer shorts also have LODs.
https://files.facepunch.com/daniel/1b2411b1/Photoshop_4cUauBlWsq.jpg
Pain day 3 for game template
Improve tonemap controller preview in Hammer
Fixed verbose hotload log formatting
Don't give alternate flags when querying DX11 display mode list
Fix crash when registering the minidump handler due to addon stuff being removed
Fix error in JsonSerializerOptionsUpgrader on hotload
Trim all the unused addon stuff out of IApplication etc
Fixed certain types being displayed as structs in Inspector
Namely double and int64
Fixed non public methods not working as Hammer inputs
Fix Replicated ConVar's not replicating locally