14,884 Commits over 1,642 Days - 0.38cph!
Remove unused snd convars
Remove additional stack trace in callback batch completly, performance hit is too big unfortunately
Also caused weird NREs in some cases
Added Curve.Ease, Curve.EaseIn, Curve.EaseOut and Curve.Linear statics. Also added curve.Reverse() and updated CurvePresets to use the new statics. Resolves Facepunch/sbox-issues#7785
Always clear ResourceLibrary in ResetEnvironment()
We're rebuilding TypeLibrary, so we can't let resources leak containing old types.
Leaking like this would happen when running `reconnect`.
We let IMenuDll reload whatever it needs after clearing ResourceLibrary.
Fixes Facepunch/sbox-issues#7776
Add obsoleted Value back to PerChannel<T>
GameInstance: fix OnPackageInstalledToContext leak
A new handler was getting added each reconnect
Only assert `Calling awake on XXX but active scene is YYY` in game/during play
6cec910 has been resolved and the assert now only fails for for false-positives/non-issues in editor, which is annoying.
Remove unused mixgroup system
Give each CBinauralEffect its own hrtf
Add Mixer.MaxVoices (defaults to 64), process voices and sampling over multiple threads
Increase mixahead time slightly
Add world collision group by default, default sound group to ignore everything but collide with world
Fade between dsp volumes takes 1s instead of 0.5s
Mixing thread yields instead of sleeps. Lots of little work instead of bug chunks.
Occlusion tags are defined on the mixer instead of being linked to the collision group "sound"
Make PerChannel<T> not allocate an array internally
Replace IPLDirectEffect with our own version, since it's not doing anything too special
Use SteamAudio binaural by default but add snd_steamaudio, false sets to our own shitty version
Add world tag to map world physics, use "World Physics" for world physics tags
Tweak snd_lowpass defaults
Add HudPainter.DrawTexture
Only enrich CallbackBatch.Execute StackTrace in Editor & Debug builds, as the extra stack trace has a performance impact
Fix prefab duplication when dragging prefab into the scene tree widget
Enrich CallbackBatch.Execute Exceptions with an additional stack trace to improve debuggability
Before
https://files.facepunch.com/lolleko/2025/March/05_09-08-DeadCommabutterfly.png
After
https://files.facepunch.com/lolleko/2025/March/05_09-08-ElegantEwe.png
female shirt versions update
Most shirts fit to the female human body, few left to do + dresses
Standalone: initial support for /unsafe, clean up compiler options, rework project settings stuff to use "Standalone Only" instead of "Whitelist Enabled"
Fix numpad KeyEvents using the incorrect name when binding from the editor. Resolves Facepunch/sbox-issues#7778
Make Blur postprocess much faster while being also higher quality by using mip chain instead of doing gaussian blur inline
EditorHandleAttribute show base sprite for inherited types
Add texture barriers for Graphics.MipmapGen, ensures that mips for bloom2 won't be read from the previous frame
Move tonemap to commandlist so that it's rendered over postprocesses that uses commandlist
Account for additional related files for dependencies when we're including source files - should fix uploading source files for clothing resources
Global include Microsoft.AspNetCore.Components when compiling
Ignore .user files when publishing
Fix ClothingList regression
SBOX-2FDH: Fix NRE when clicking on a compile diagnostic with invalid spans that are not mapped to a file
FixIdentName in Asset returns quietly if the asset isn't set up yet, looking at the code that consumes this, it's intentionally not setting up the asset yet
SBOX-2Z9F: Add missing `SceneEditorSession.Scope()` / `Scene.Push()` calls to editor actions that modify the scene
Should get rid or at least reduce the amount of `OnAwake on X on (Object) failed from Create: Assert: AreEqual Calling awake on X on (Object) but active scene is...` errors
Delete GameManager.cs
Remove particle editor
Update messages sent and messages received on connection for dedicated server as well
FPArms: add Shared_Deploy_Rifle
Pass recipient SteamId from native to managed OnSessionFailed. Update debug log to show that connection if we can find it, or just log the steam id if we can't
Get MessagesReceived working for Connections so it displays in status properly - to help debug an issue
Game Modal (#1839)
* Tweak console overlay
* Minimize PackageCard visuals, use ThumbWide if available
* Fix ` at the end of sort tooltips
* VideoPanel renders video as background texture instead of content
* Sandbox.UI.Image correctly resizes to layout when it's being forced to, but keeps aspect ratio like you'd expect
* Sandbox.UI.Label can be set as IsRich, in which case it can contain inline html tags like <strong>, <span> and <a>
* Fix Razor RenderTree sometimes deleting the last text content item
* Image shrink to native size properly
* Fix not parsing html with img/br/video due to unlosed tags (!)
* Update Yoga, add support for `display: contents`
* Add Reviews service
* Move razor stuff from Sandbox.Razor to Microsoft.AspNetCore.Components - which tricks visual studio intellisense into sometimes working
* Console tweaks
* Add range, currentvalue, globalunlocked, globalfraction to achievement
* Can post reviews from in game
* Push menu scope when running menu concmds
.Clothing thumbnail updates
Cardigan and Denim Skirt initial push
Plus adjustments to shirts + female variations
Connection.Ping is in milliseconds
Log instead of disconnect on invalid session for now for debugging
Expose DamageInfo constructor to ActionGraph
A little documentation / renaming in TypeLoader
Add [SingleAction] attribute for delegate properties
Makes them not show a list of actions in the inspector
Don't focus on source scene of graph if already open
Facepunch/sbox-issues#7742
Play Map via context menu will play/launch the map in the startup scene
Unused CSceneSystem::m_nTransformTextureRowCount
ParentPackage installs to asset system so we can use prefabs, gameresources, etc.
Show parent package in asset browser
CommandList has parameter to grab texture with mips
Fix some things missing from TypeLibrary in unit test projects
Separate slots for Pos,Rot,Scale
Fix TextGradient parsing errors
Make sure when sending snapshot before owner change that its a full one not a partial one
Put LibraryDetail description in a ScrollArea. Resolves Facepunch/sbox-issues#7749