11,224 Commits over 1,338 Days - 0.35cph!
Live Unit Testing changes environmental variables and I don't know how to change it, so we get this mess
More BytePack game var types
Support params object[] when validating method for CodeGenerator.WrapMethod
BytePack
ByteStream faster System.Array writing
Expose a BytePack to GameNetworkSystem ( temporary until we figure out how to work it )
Merge branch 'master' of sbox
Add test for CodeGeneraror wrap method with no arg. Fix wrap method with no arg causing syntax error in generated code.
Arguments has to be a byte array
🚩 Run the exit code before the main game loop, so it doesn't try to render without a window
Flagged because this might cause some unforeseen issues.
Remove left over resourcesystem references
Remove SceneSystemQtApp so they never get used
Guard against re-entrant calls into Qt's processEvents
Fix splash screen closing before loading finished
Just for sanity, lets assert that we're the critical Qt stuff in the main thread
There's really no need for this code to be using Task.Run. Also fixed it running 5 times on startup.
Fix UISystem exceptions on startup
Stop using Json for network messages
Lock messaging down
These network messages should be raw and uncomplicated, so lets do that
Add SceneCubemap.RenderDirty()
Fix ByteStream when writing string
Add ByteStream.ReadByteStream
Cleanup
Updated Balaclava + LODs for existing assets
Render VR separately
Rename RenderWithViewport to RenderStereoAndSubmit, clean up SceneCamera stereo rendering code
Set VR controller type (Input.VR.Type)
Remove some CSS logs I forgot about (sorry)
Add SceneCamera.EnableDirectLighting, SceneCamera.EnableIndirectLighting
Unobsolete SceneCamera.AmbientLightColor - is added to World.AmbientLightColor
PhysicsGroupDescription parts expose the of each Surface sub-part
Don't call resource changed callback if interop isn't loaded
Move resourcesystem into engine
Call Sandbox::Resource::OnResourceReloaded when a resource is reloaded
Remove old "model reloaded" callback (was called from client/server)
Model clears physics, bone and data cache on resource reload (fixes sbox-scenestaging/issues/34)
Update bounds of bone merged models (fixes sbox-scenestaging/issues/32)
Citizen/animgraph: re-added 2X walks to the 2D blendspace, made them use new fast walks where currently applicable, and renamed "Walk_[direction]_2X" to "Walk2X_[direction]" for consistency
Add *#local.json to .gitignore so that local keyboard preferences don't get committed
Fix menu sometimes wanting mouse when in game in editor (fixes sbox-scenestaging/issues/31)
Strip multiview instancing / instancing scalars from engine
Remove D_MULTIVIEW_INSTANCING and multiview methods from shaders
Remove X360 macros INSTANCING_PARAMS & INSTANCED_SHADER_PARAMS
Update system.fxc
Refactor some Graphics files, remove long obsolete methods
Add VrMonitor attribute to cubemap rendering, should stop AO proxies from showing up
Add PhysicsWorld debug drawing methods for scenestaging
Can multiply colors together
Enum control closes when you select an option
Fixed TypeSerializedObject ordering so calls to OnPropertyChanged will have the new value
Include sheet_sampling.fxc
ResourceLibrary.Resolve assumes GameMenu if none is set. This might break some stuff, if it does we need to context wrap those calls.
Fixes this stuff when editing in Scene system, no logical place to wrap.. https://files.facepunch.com/garry/3a7bb7e9-3040-4937-8d02-e7e73f6b4efb.png
Allow creating empty mesh vertex buffer, cache off layout and type so it can be created on resize later
TypeSerializedObject updates its properties when it detects a change
Cleanup, NRE fixes
Implement GroupName in TypeSerializedObject
Add GroupAttribuite, ToggleGroupAttribuite
Add ability to add sub-layouts to control sheet
Fix FindIntEditInfo returning junk if not set
Tag texture sheets and animated sheets, so we can filter them in the asset browser
Rebuild a bunch of textures to get the new ints in them
Start access to sequence info, ready for someone else who isn't me to finish
Fixed sboxgame/issues#4132
There might be a deeper issue at play, but this should at least make it usable
Fix shadergraph error when compiling
ResourceControlWidget: Add Open In Editor to context menu
Gizmo.SceneSettings.CameraZFar default from 10,000 -> 100,000
Test reproducing sboxgame/issues#4125
Fixed sboxgame/issues#4125
Bad assertion, local functions won't become static if they reference only 'this'
Pass streamer events to IGameMenuDll
Re-add streaming mode stuff to menu - same as before (would be better in settings imo, but this works for now)
Fix MainThreadjob getting stuck because we release/delete MainThreadjob holding the CompleteEvent, while shit is waiting.
Update Facepunch.ActionGraphs
Include .pdb from Facepunch packages in builds
Revert "Reverting attempting to send Facepunch.ActionGraphs"
This reverts commit 6e264f87f6b172af884e0b420c26c05f1d7b6e0a.
Reverting attempting to send Facepunch.ActionGraphs
Needs the .pdb next
Include docs .xml from any Facepunch.* NuGet package on build
Revert "Revert ActionGraphs inclusion, doesn't make a .xml file so it's failing the build"
This reverts commit 88a50a2706c5b767a61d841af038fb97677b63c4.