20,865 Commits over 1,522 Days - 0.57cph!
Default fps_max to 200 instead of unlimited
When calling SetMaterialOverride with a null texture, remove just that entry instead of clearing
Allow modelphysics to disable collision sounds
ModelPhysics bodies sets their gameobject
CollisionSoundSystem doesn't rely on collider so allow it to run without one
Remove last remaining networking code from animgraph (I think)
Remove last remaining CLIENT_DLL and SERVER_DLL defines
Remove these daft unused damping functions from physics interface
Optional params for SoundStream.Play
Add GetBodyGroup to ModelRenderer
New project wizard creates a directory in your selected location instead of you explicitly selecting the location
ActionGraph: Fixed not being able to set properties
Change EditorWindow.StateCookie so everyone on main gets a sane default layout reset on them when staging is flipped
Unused networking engine events
Delete some unused VR specific stuff from scenesystem
Write vertexobject on end of scope
Fix conversion errors when setting FieldDescription value
Fix NRE in MapSelectButton
Fix NRE when joining local. package game
Updated Facepunch.ActionGraph
Add Component.INetworkSpawn - calls with owner when a GameObject is network spawned
Fix not network spawning
ActionGraph array linking fixes
Remove GameResources able to load from keyvalues
Fix asserts/trying to make 0 width&height render targets on startup
TryLoadGameResource catches exceptions as expected, doesn't brick your game if you have a malformed gameresource now
Fix uninitialized variables in model anim, this will make IsWorldSpace assert reliably trigger when it should
Set morph frame source anim to worldspace, fixes assert
Softer depth comparison for subsurface scattering
Implement Depth::GetWorldPosition properly, document it nicely
Recompile sprite with depth feathering
Make gizmos use DynamicSceneObject, add CMeshBuilder2::WithInstancedTransforms to flag mesh to use transform system without changing vertex layout, fix transforms on dynamicsceneobject in native
Spawn point gizmo tweaks
Better define what happens when host leaves (destroy their shit)
Tweak network transform lerp
Add PhysicsBody.SmoothRotate
Expose TimeSince, TimeUntil, so they're usable in RPCs and Sync vars
Connection.Local.IsHost should make the right noises now, fixed some id confusion
Update parent and owner during network updates
Remove Game.Server
Delete EngineRpc
Add Networking.FindConnection
Draw owner next to GameObject
Give players a unique display name when joining (if there's a clash)
Sod that, remove Input.VR.IsActive
Obsolete Input.VR.IsActive since it's grabbable via Game (and this code path hasn't been working for ages)
Fix vertexobject reusing on gizmos
StyleSheet String Table (#1437)
* Initial commit
* Make it better
* Clear entries in StringTable.Reset
* Remove unused method
* Remove unused using statement
* .scss and .prefab both valid small network files
* Send .prefab_c instead of .prefab
Send .prefab_c instead of .prefab
Include "vr" in connection userdata
Remove ManagedSceneObject/SceneCustomObject, only causes problems now, use DynamicSceneObject if you use it
Fix transforms on dynamicsceneobject
Move VertexSceneObject to use SceneDynamicObject, upload queue to GPU when it wants a new instance
Add MeshBuilder2::WithInstancedTransforms to add per-instance transform info to the input layout, does not change the data structure of the layout but makes transforms be ellegible with them programatically
Terrain: Move mode selection to EditorTool overlay, component inspector is settings only
dotnet format
Updated spawnpoint component + friend
https://files.facepunch.com/louie/1b1611b1/sbox_41XbHHS4lb.jpg
@DanduwFP
Citizen: new Swim_N animation
Fixed looping sounds suck at 0,0,0 on soundscape
Fix transformed terrain incorrect lods by transforming camera pos in shader
env_combined_light_probe_volume are boxes for Map Instance
Fix CastHeightShape (Allows casting against transformed terrain)
Motion blur post-processing component
Color adjustments post-processing component (saturation, hue rotate, brightness, contrast)
Blur post-processing component
Adjust new post-process component orders
Remove unused attributes & clean up post-processing shaders
Remove ManagedSceneObject/SceneCustomObject, only causes problems now, use DynamicSceneObject if you use it
Fix transforms on dynamicsceneobject
Move VertexSceneObject to use SceneDynamicObject, upload queue to GPU when it wants a new instance
Pass per transform index data to SboxVertex_t, I still don't like how this is not easily templateable though
Terrain: Import heightmaps PNG 8bit :( or RAW 8 or 16 bit
Delete deprecated anim nodes
Delete unused network related functions
Map Instance additions
Soundscape box/ radius (local for the moment)
Gradient Fog
Prop scaling
Delete IsNetworkAuthority
Delete anim node network mode