12,099 Commits over 1,399 Days - 0.36cph!
Add LargeNetworkFiles table
Respect JsonIgnoreAttribute when serializing component properties
We were already checking it for fields
Support more than 1 gamepad input action with the same button
Fix errors when first creating terrain, make sure it's all updated, don't render without storage
Only recreate clipmap if we have to, this takes time to build
Wake touching when disabling a body, why would we not want to?
Some games rely on map having a collider
CollisionEventSystem has less reliance on Collider
MapInstance uses SceneMap instead of Map so it can manage it's own collision. Build collision from physics group desc instead of using CreateAggregateInstance
Fix map collider destroying body when it shouldn't, causing a crash when map physics aggregate is destroyed
For legacy hammer maps, take global volumetric fog scale from VolumetricFogController
Fix ortho lights in SceneMapLoader and custom shadow size, note that shadow culling will suck on ortho lights until we change tiled culling to use frusta
Don't allow zero quaternion in body transform, check against quat zero and use identity, if we find more invalid quaternions there's extra checks we can do
Use IsValid checks in AddShapeCollision, shape/body might have been removed from under us
Recreate mesh shape on update, this is the safe option until we get proper fixes
Only check for StartupScene in Publish Wizard if Type == "game"
Clear triangle cache on mesh update to stop crashes until we get the proper fix
Particle sprite alignment mode
Range check UpdateMesh on the C# side instead so the user knows they fucked it
Fix error when startup scene is set but not immediately recognized
Message and remove toast if the download has been cancelled
Fix ambient light hanging around and stomping
Do the same for UpdateMeshShape because this is likely where the crash is coming from (grubs)
Check BVH indexing outside of vertex list, if this is still getting hit then something else is at fault
Improved AO darkening on flat surfaces with narrow camera angles
ditto
Merge branch 'master' of sbox
Actually use the new ByteStream
Possible fix for queued messages not sending
Add download progress notice for cloud assets in editor, Facepunch/sbox-issues#5639
https://files.facepunch.com/solw/2024/July/23_15-25-OverduePekingese.png
Add Scene.GetAllComponents( Type ) overload
Assert and bail when trying to set physics body to invalid transform
Fix Facepunch/sbox-issues#5896
Prefab instances must be updated to have at least the tags specified in their prefab (Fixes Facepunch/sbox-issues#5729)
Fix NRE when opening PublishPage directly
Added Warning to Publishing Wizard telling you which issues need to be resolved in order to upload. Don't allow upload if startup scene is not set or is set and does not exist.
https://files.facepunch.com/CarsonKompon/2024/July/23_07-24-LovablePaintedladybutterfly.png
Added Apply TRS shader graph node
https://files.facepunch.com/ziks/2024-07-23/sbox-dev_PnwMGMVjmc.mp4
Fixed depth issues, added depth falloff control, added a fade zone for AO
Fixed depth bug apparent with rotating camera etc. added a depth falloff control so user can set distance to where AO ends. Then added a fade zone for AO which has a hardcoded small width so that when the camera depth to pixel approaches the cutoff the AO fades out to prevent any popping.
Fixed not being able to edit these advanced networking settings in prefab editor - working around NetworkAccessor ref struct
This should solve the uploader problems for games above 2.14 GB
Fixed GameObjectHeader NRE in prefabs
Fix errors when trying to render dynamic cubemaps in editor
Don't allow mesh shapes to generate contacts on sensors
Fix shitty jitter and noise in volumetric fog https://files.facepunch.com/sam/1b2211b1/NDCtmFBjFj.jpg
Adjust depth bias for gizmos and debug lines, we have way more granular precision than I thought
Add Storage Usage Widget to Publisher Wizard. Useful for finding out what has the largest impact on file size.
https://files.facepunch.com/CarsonKompon/2024/July/22_15-25-WellgroomedKomododragon.mp4
Cubemapper Fixes (#1627)
Refactoring and fixes for Cubemapper, cleaned it up, makes it really WYSIWYG
Makes them work on Scene viewport
Updates any time they're dirty
Barriers should be set properly now
Parallax for ambient envmap lighting
Diffuse lighting from envmap should be working properly now
Cubemap feathering is tighter by default now, should fix some "leaks" now that skybox is also a global cubemap
Use two passes for ggx cubemap filtering just like in cubemapper
Use bilinear filtering for SampleEnvironmentMapLevel, worth the tradeoff since we're much faster now
Up sky.shader version
Combed Network Mode, Network Interpolation, and Advanced Network Settings into one condensed menu
https://files.facepunch.com/CarsonKompon/2024/July/22_12-45-ClearcutGlobefish.mp4
Added [Icon] attributes to NetworkOrphaned and OwnerTransfer enums
Move Interpolation Icon to be the same as the other options. Remove unnecessary code and comments.
Give Network Options button ToolTip
Change Network Orphaned -> "Orphaned Mode" and Network Interpolation -> "Interpolation"
Disable extra network settings when Network Mode is not set to Network Object. Radio Options no longer interactive when disabled
Grey out interpolation icon when disabled
Merge pull request #1631 from Facepunch/new-inspector-network-menu
Updated Network Settings Menu in GameObject Inspector
Let's remove these exceptions - let us try to call RPCs on components that don't have a networked object root, as long as a GO and Component exists on the other end with those ids, we should allow it
Initial commit
Call flush here
Don't set to connected until Activate
Undo that
Flush for source here too
Only queue messages after Snapshot (otherwise ignore) and send when Connected. Add new docs to broadcast
By default queuedUntilState is null
Remove debug logs
Use new ByteStream( data ) instead of create w/ length then write
Optimization to remove queues when no longer required (cheers Ziks)
Oopsies let's actually not allow old cookies to replace newer ones
Fix offset parameter in ByteStream.Write (#1626)