20,865 Commits over 1,522 Days - 0.57cph!
Delete PropagateNetworkMode
IsNetworkAuthority always true until I remove this
Start removing networking from animgraph (BindNetworkedVars, BindNetworkVariables, BindNetworkedParameters)
Use TextAreaAttribute for TextRenderer
Terrain.RayIntersects transforms ray into local space
Move brush list out of component editor, popup menu on brush preview
Terrain: transform local normal by terrain world transform
Editor tools can use SkiaSharp
ActionGraph: Fixed nodes calling methods returning Task<T>
Enable laughter detection on lipsync, add laughter score property
Add Material.RepresentativeTexture, some tools want to know the main color texture of a material
Get rid of this, I hate it actually, should have a better way
Codegen Engine assemblies (#1438)
Remove unused codegen units
Update CodeGen.Targets
Don't report shutdown exceptions (proper)
New native sentry dsn so we don't get entity branch errors
Fix CodeGen attributes missing in CodeGen
Updated DecalRenderer to use MakeDirty
Fix decals being recreated every frame, scale properly with transform, light origin is projection point
Use MakeDirty in a bunch of places, now we can
Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network.
Set map physics shapes collider to map collider component so they get collision events
Fix collider overriding shape surface with default surface when model has already set it
PhysicsShape.SurfaceMaterial updates the cached surface so it doesn't get into a situation where native and managed surface is out of sync
Play impact sound from the impact surface, not the shape surface (they can be different on meshes!)
Initialize native physics shape material to default so there's always a valid surface
Initialize material.. but properly this time
Fix BoxCollider not positioning properly
Fix BoxCollider not positioning correctly
Fix Sphere Collider fuck up
Fix GameObject.Clone not setting parent
Merge branch 'master' into stylesheet-stringtable
.scss and .prefab both valid small network files
Open + GetDependants from rect
Fix GameObject.Clone not setting parent
Fix BoxCollider not positioning properly
Fix BoxCollider not positioning correctly
Fix Sphere Collider fuck up
Initialize material.. but properly this time
Fix collider overriding shape surface with default surface when model has already set it
PhysicsShape.SurfaceMaterial updates the cached surface so it doesn't get into a situation where native and managed surface is out of sync
Play impact sound from the impact surface, not the shape surface (they can be different on meshes!)
Initialize native physics shape material to default so there's always a valid surface
Set map physics shapes collider to map collider component so they get collision events
Clean up Active material panel
Short cuts for grid
better focusing
context menu
preview plane sized to material size
Do grid and material in a less stupid way
Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network.
Use MakeDirty in a bunch of places, now we can
Fix decals being recreated every frame, scale properly with transform, light origin is projection point
Fix CodeGen attributes missing in CodeGen
Updated DecalRenderer to use MakeDirty
Remove unused using statement
Active Material window
Material Reference > Active Material
Scaling preview better
Center better
Grid toggle + size, Preview
Temp properties
New native sentry dsn so we don't get entity branch errors
Don't report shutdown exceptions (proper)
Remove unused codegen units
Update CodeGen.Targets
Codegen Engine assemblies (#1438)
Tweak, generated files go in obj/.generated - which is better because a lot of the time find already ignores obj folder
Add CodeGen.Targets
Added CodeGen project
Codegen processes whole project, copies to .generated
Don't compile CodeGen.exe into root
Fix warnings in generated code
Translate view based on zoom factor
Layout and some functionality
Get rid of this, I hate it actually, should have a better way
Add Material.RepresentativeTexture, some tools want to know the main color texture of a material
Enable laughter detection on lipsync, add laughter score property
ActionGraph: Fixed nodes calling methods returning Task<T>
When calling network broadcasting, can specify minimum connection state
Connection.DisplayName, SteamId is via ConnectionInfo
Reduce network debug output
Remove ConnectionInfo on disconnect
Update DecalRenderer SceneObject when Size / Material is changed programmatically
Add regex validator to FloatControlWidget, making sure we cover whole, fractional numbers, and numbers with exponential notation
Output member expansion
https://files.facepunch.com/ziks/1b1211b1/sbox-dev_83NHqCSy23.png
Add Connection.GetUserData
Add ClothingContainer.Apply( SkinnedModelRenderer )
Can call SetBodyGroups on ModelRenderer before it's enabled
Fix null strings thinking they're not strings
New Hair - Long Dreadlocks + LODs for Fisherman Jumpsuit
Fixed most common exceptions
Re-add DXT compute staging texture for platforms that don't support block texel views (dx11)
Only run DXT compute on platforms with full support
WIP GetGameComponentNodeDefinition
Fix filtering available nodes by context type
Implement GetGameComponentNodeDefinition.BuildExpression
https://files.facepunch.com/ziks/1b1211b1/sbox-dev_eARGP4qKRz.png
SceneSunLight -> SceneDirectionalLight - consistent with component and native name
Terrain: Brush strength/invert to compute shader
Revert "Imply console apps want rendersystemempty, maybe revisit this in the future if we want them to do any kind of GPU compute"
This reverts commit e9ddbb31c58de3596aeecacae6f1b77d45c2c338.
CI or whatever should opt out of this, Hammer running resourcecompiler
and probably other stuff needs a valid one.
Null check model in AssetVideo
Check for null in GetRepresentativeTextureSize (speculative fix)
Handle stack overflows in a different thread
Fix typo in GetGameObjectNodeDefinition name
Fixed bugs with direct variable inputs
Fix steam lobbies not networking
MapComponentMapLoader: prop_static is never in entity lump
SceneMapLoader: don't create disabled lights
MapComponentMapLoader: Static prop_physics are static
Remove Thread_DrawDrawList mutex, seems to cause some issues on testing, working on a proper solution for it anyway
Try to enforce a single voice recorder
Reduce network debug
Extra logging when out of order connect
Fixed dropping connection only a PlugIn with a const value / variable
Fixed phantom connections when using plug context menu
Don't stomp sceneobject flags if passed an invalid override material
Fixes glass etc.
sbox-issues/issues/4461
Fixed RandomNodes.Int return type
Try to avoid reporting errors on shutdown - because there's a billion of them
Fixed implementation of RandomNodes.Int
Add wireframe button to scene toolbar
Fixed creating ActionGraphs from the asset browser
Citizen/animgraph: added face_override enum parameter (currently valid options, starting from 0, are: no_override, smile, frown, surprise, sad, angry)
Citizen/animgraph: attacking/firing does not force a non-overridable angry face anymore
Merge branch 'master' into stylesheet-stringtable
Citizen/animgraph: attacking/firing does not force a non-overridable angry face anymore
Citizen/animgraph: added face_override enum parameter (currently valid options, starting from 0, are: no_override, smile, frown, surprise, sad, angry)
Fixed creating ActionGraphs from the asset browser
Add wireframe button to scene toolbar
Fixed implementation of RandomNodes.Int
Try to avoid reporting errors on shutdown - because there's a billion of them