14,872 Commits over 1,642 Days - 0.38cph!
Revert "What if we explicitly r2r sbox.exe only"
This reverts commit 4e8078b86f52d37d663f5fe4da8dc1dc33a862f1.
Clean up old dead code
Collect and pass around SceneLightObjects instead of the LightDesc ptr
Remove CSceneView::m_bIsThirdPerson
Add "Cast Shadows" property to MeshComponent
Improve error handling for navmesh queries
Vectorize and cleanup some things in BBox math
Obsolete `BBox.GetVolume` we already have `BBox.Volume` (property)
Obsolete `Sphere.GetVolume`, add `Sphere.Volume` as replacement
Add static variant of Vector3.Clamp
Add static variant of Vector3.Abs
What if we explicitly r2r sbox.exe only
Support non uniform scale in BBox.Transform
Add Trace.Cylinder https://files.facepunch.com/layla/1b1011b1/sbox-dev_RHoamCtLxL.mp4
FPArms: punching animgraph now uses the same b_deploy_skip behaviour as other weapons
FPArms: add first_person_arms_throwables.vanmgrph
Use linear tonemapping curve instead of hable if none of our managed ones are applied, same behavior we'll have on IPostProcessSystem removal
Alright forget it for now
No - it hates what. What if we just try one
Compile some dlls explicitly with composite mode
Fix hashcode overflow in editor tool manager
Draw game object name with component name for component control widget now that component doesn't do it with ToString
Fix gameobject control widget "Find in Scene" not pushing to undo
FPArms: fixed Shared_Fire_Rifle_01_delta (specifically!) not turning into an additive despite being told to, and disobeying without even having the decency to throw a warning or an error in the logs, giving rifle weapon meshes a 1/10th chance to randomly explode when firing
Fix master volume not updating from convar in mixing thread
FPArms: make the other shared fire delta anims subtract from their last frame instead of their first
Don't do atmospherics on toolsvis wtf
Make sure LPVs and lightmaps are resident with highest priority for bindless rendering, same behavior as valve's doing, should solve the texture corruption in hammer maps
Colliders implement IHasBounds
Scale particle sprites by game object scale, same as sprite renderer
Add pitch audio processor for realtime pitch shifting https://files.facepunch.com/layla/1b0811b1/sbox-dev_seMxPouPi1.mp4
Add context menu "Go to Definition" on nodes
Fixes #Facepunch/sbox-issues#7821
NodeLibrary is ContextLocal, so we don't need to Push() everywhere
Fix Facepunch/sbox-issues#7808
Add back support for H.265 video encoding. Use HW accelerated Vulkan Video if available.
Encoding H.264 and H.265/HEVC now uses Vulkan video and the underlying hardware accelerators if supported.
If Vulkan video is not supported, both H.264 & H.265 will fallback to openh264.
This mean the support for H.265 encoding is limited to modern GPUs.
Update FFmpeg again, I forgot webp codecs & muxers in the last build
FPArms: add shared fire rifle delta animations
Handle setting parent document for prefabs / map references
Fixes SBOX-2KA9
Don't use tall thumb in GameClosedToast, resolves Facepunch/sbox-issues#7814
Fixed lobby count not refreshing correctly in GameModal, resolves Facepunch/sbox-issues#7815
Add resource_log convar, logs when resources are loaded
Add CManagedTypeManager, keep hold of references until it's released.
Shall we hide this Unknown Morph Control error
Wrap these calls in MapInstance in a CallbackBatch
Clean up
Don't add image types as AddRuntimeReference in compiled resources, because they don't exist as compiled assets
Rebuild clothing assets with updated compiler
When a resource couldn't be loaded - print what resource tried to load it
Ensure depth fast path is using same material similarity for batching, should fix hammer crashes, re-enable depth fast path for prepass
Temp revert depth pass optimizations for depthnormal layers to fix hammer crash, looking into it
Don't try to load envmaps on the server
Added `Color.LerpTo` for consistency with `Vector3.LerpTo`, `Rotation.LerpTo`, etc.
Fix not generating envmaps while joining server
Initial render envmaps on the loading screen instead of in the first few frames of the game
Restore adding per frame stats from updating upstream code
Custom FFmpeg build: Reduces FFmpeg binary size from 120mb to 20mb
Move some UI stuff to Engine
Move speech stuff to Engine
Move file string tables to Engine
Obsolete ColorGradient and FGDCurve
Move stuff that can go into engine, into engine
Clean up scene object flags
Add SCENEOBJECTFLAG_HIDE_CUBEMAPS
Add SceneObject.Flags.IncludeInCubemap
DebugOverlay doesn't render in cubemaps
Publish Sandbox.CodeUpgrader with the rest
More steamworks ignores
Revert "Tweaks to get r2r in the right place"
This reverts commit 87fc48564e379f6392c29f266c562644054deb09.
Make skinned render bounds more accurate https://files.facepunch.com/layla/1b0711b1/sbox-dev_AgyUKwD7iH.mp4