20,861 Commits over 1,522 Days - 0.57cph!
If we have no code editors - display an error in the combo box https://files.facepunch.com/devultj/1b0511b1/sbox_pOJmfb1JBE.png
Give components an ID, add ComponentList.Get( guid ), serialize and deserialize component references properly
Add backwards compatibility when deserializing component references (find type)
Started on ComponentDefinition GameResource
ShaderGraph preview target spir-v only properly
Fix GetSearchPathArgs fucking up after more than 1 usage, fixes failing shader compiles
Add some more safety checks around joint creation
Fix vkCmdPipelineBarrier-dstStageMask-07949
tools_wireframe.shader: strip S_MOBILE properly and remove unused vertex input
Fix array oob in CreateIpBasedSocket
Maybe this is pissing off the build server
Wrap interop calls in __try, __except - last resort. Disable AddVectoredExceptionHandler.
Remove joint from broken joint list before it gets deleted
Extra try to make sure this isn't an exception from c#
Fix NRE in MapViewDropTarget
Delete this, causes problems
this TransformInterpolation needs looking at properly, but this fixes an error for now
Fix Light exceptions
Nicer feedback when _sceneObject isn't null in OnEnabled
We have a bug here I think, where OnEnabled can be called before OnDisabled is called.
Add hit shape to damage info
Include hit location in DamageInfo
Mock userinfo for local user when not in a network session
Add ClothingContainer.CreateFromJson( json )
Add ClothingContainer.CreateFromUser( )
Fix SceneViewWidget using main camera's rect
ModelPhysics gizmos sync to physics group
Make sure ModelPhysics always finds a root body to use as game object transform
NavMeshAgent.SetAgentPosition works
Add CharacterController.Bounciness
PhysicsWorld.Bodies only returns valid bodies
Rewrite exception handler, try to ignore more c# exceptions
Cupertino: Managed Build Scripts
No need for nvpatch for non-windows targets
Cupertino: Add Makefile for VPC so we can actually build it without actually having vpc
Rename some IOSALL flags to just PLATFORM_APPLE, we always imply arm64
SDL_config doesnt always imply windows
Update gitignore
Revert "Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used"
This reverts commit f2ff2e24581df8b38093cce5717420957680fecd.
Revert "Remove bloom effects layers ("QuarterResEffects"), nothing is really using it, can be better done outside managed if you really want it, was used for the cool HLA ghost effects, did a quarter res depth downsample that was never used"
This reverts commit f2ff2e24581df8b38093cce5717420957680fecd.
Hash view ID to FindOrCreateFrameBufferScratchTexture as well to solve collision when we have multiple views with same resolution, eg with splitscreen
Fix dynamic reflections and AO in viewported views
Use `GetFinishRenderingViewsCounter()` instead of `GetFrameUpdateCounter()` for calculating pingponging for dynamic reflections, the second one increases when all views are rendered
Actually catch and report crashes
Fix Asset.CompileIfNeededAsync() not failing early for assets that don't compile via asset system: maps, anim subgraphs and shaders
Fixed GameObject.Clone not following CloneConfig.StartEnabled, added test for it
Fixed joining servers forever (it has been a hard week)
https://files.facepunch.com/garry/a0695fad-3581-4fb4-bf8f-c014ba41f890.png
Don't save go id if it's a prefab (fixes sbox-issues/issues/4687)
Recast, NavMesh, NavMeshAgent - https://docs.facepunch.com/s/sbox-dev/doc/navigation-vwoSUsEPJ9
Add NavMeshAgent component
https://files.facepunch.com/garry/eb931495-2b71-4152-a87a-c3c9ad982778.mp4
Add PhysicsWorld.Bodies
Add NavMeshGenerator.AddFromPhysicsBody
Added includes/excludes to navmesh
Editor for navmesh
https://files.facepunch.com/garry/1ce940d5-6c9c-4a19-8c52-827ae3c53a4d.png
ByteStream.Read( buffer, offset, count )
Fixed from my las commit -_-
Add unit test for cloning case with destroying a child gameobject
Don't serialize child GameObjects that are about to be destroyed
Editor integration
https://files.facepunch.com/garry/7b662dc6-e270-4fa7-961d-50ee2eb8838f.png
GraphView: open context menu with space
Fixes Facepunch/sbox-issues#4670
Fix live unit tests
unit test allow native debug
Add BBox.Grow
Add Triangle.ToString
PhysicsWorld.GetPolySoup
Use recast from c# without navlib
Cache off the triangles on generate
RandomPoint, CloestPoint
https://files.facepunch.com/garry/e07dbdff-ba17-4bb9-96bc-62edf81b2031.mp4
Add GetClosestEdge
https://files.facepunch.com/garry/7e693949-ffe2-4bb5-8a04-d24469a3b406.mp4
Add GetPathSimple
https://files.facepunch.com/garry/e369c9d6-54b1-4648-a023-6217ab866cc8.mp4
PathSimple unit test
Cleanup
Agents
https://files.facepunch.com/garry/da414070-bc1a-49ec-b39c-974d3b7fa33a.mp4
Agent cleanup
InteropGen change params to @params
Access dtCrowdAgentParams
Cleanup
https://files.facepunch.com/garry/19a3dacf-466b-4d0e-8e9a-5710131c5b7a.mp4
Fix ToolScene fullbright, used by blend channel pickers in Hammer
Stomp cursor delta if we're locking to canvas in scene view, should hopefully prevent camera going wild when wrapping?
Add support for editor pixmap cursors from managed, use it for custom eye cursor inside scene view
Add margin to LockCursorToCanvas, clean up
InteropGen change params to @params
Access dtCrowdAgentParams
Cleanup
https://files.facepunch.com/garry/19a3dacf-466b-4d0e-8e9a-5710131c5b7a.mp4
WIP GameObject.Properties
Proof of concept Dynamic Properties sheet
https://files.facepunch.com/ziks/1b3111b1/sbox-dev_5ewZW6QaZ5.png
Nicer integration of dynamic properties with the Action Graph editor
https://files.facepunch.com/ziks/1b3111b1/sbox-dev_JBs2cwHbhM.mp4
Expose setting properties on arbitrary GameObjects
Nicer dynamic property serialization
Fixed build errors
Rename GameObject.Properties to GameObject.UserData, document