22,417 Commits over 1,614 Days - 0.58cph!
We should be able to get away with not copying these manually, asset system should handle it
We need a few files from core, though
Clean up, slightly improved wizard
Use a mono mix buffer without volume scale to process lipsync, allows sound with zero volume to still drive lipsync
Fix concave shapes not combining friction and restitution
Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights
https://i.imgur.com/JwxhgOJ.png
Fix paths, temporarily copy sbproj
Load from manifest, un-hardcode paths
Initial standalone build wizard
Standalone player exe
Export into `data\`
Copy all the stuff we want from core, base, citizen, bin
Application.IsStandalone, don't try to load menu project if standalone
Move ActionGraphExtensions to its own file
First pass at multiple ActionGraph tabs per editor window
code now needs to be in Code subfolder, assets need to be in Assets subfolder (hard coded and removed option to change)
Editor and UnitTest folders should be in the root of the project
ActionGraph: Fixed dragging out a signal reroute node
Yield in RenderThumbnailAsync to avoid Qt errors/crashes
Fix trying to create layout in MixerDetail when a layout already exists
ActionGraph: clear properties panel when selected node is deleted
Yield in RenderThumbnailAsync to avoid Qt errors/crashes
Fix trying to create layout in MixerDetail when a layout already exists
Remove unused args
Create libraries folder
Libraries basics
Scene ref gizmo: only use weak references to graph elements
So references from deleted graphs will hide
Fix crash when drag-dropping .sbproj into launcher
Restore backward compat LerpTo
Some extra docs + let's call it Query to match the other class
Test
Clean up - use TransformInterpolate class
Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target
Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor.
Fix to allow interp property to be set by GameObjectHeader
Serialize the interpolation bool with GameObject
Combination of fixed update interpolator and networked interpolation buffer. Working nicely
Combination of fixed update interpolator and networked interpolation buffer. Working nicely
Expose game controller count to public API
Scene reference debug view (Facepunch/sbox-issues#5161) (#1508)
Fix shadergraph render option popup not constrained to screen
Cone intersection for tiled light culling
Bloat cones a wee bit, still do sphere culling for point lights
enum support for VFX HLSL
We dropped DX11 support so we can support it without a worry
microsoft/DirectXShaderCompiler/wiki/Language-Versions#hlsl-2017
r_gpu_shadow_culling cvar, parallelize static light visibility tests
Tattoo and Makeup Variations
Makeup has colour selector options available. + small fixes to hair cap material files.
Update stereo-related camera properties explicitly, rather than bundling in with UpdateSceneCamera
Editor scene camera ignores VR settings, only blit for stereo cameras - prevents weird ghostly stereo blit
Scene reference debug view (Facepunch/sbox-issues#5161)
Don't stop shadow animations/transitions when building final style
sbox-issues/issues/5122, sbox-issues/issues/4679
Clean up UI lerp functions
Render stats analytics, so we can work out whether our optimizations are working
Stats properly count shadowed lights again, add shadow map count too
Expose scenesystem stats to c#
Main stats we want
Put edge smoothing data in a new data stream to avoid old data not being able to load
Use buttons for edge smoothing like hammer, enum doesn't have multi edit support yet
Add smoothing angle to mesh component
Edges can be hard, soft or default, smoothing angles are used for default
Smooth vertex normals based on edge smoothing
Fix CreateEditorFor throwing for array on some types, should be using EditorTypeLibrary
Simple edge bridge, connect a face from two open edges of the same mesh https://files.facepunch.com/layla/1b1111b1/sbox-dev_zqhIWcX3As.mp4
Scene reference debug view (Facepunch/sbox-issues#5161)
Internal geometry helpers for #1508
* Line2D
* Vector2.Remap(oldRange, newRange, clamp)
* Line.Clip(plane)
* SceneCamera.ToScreen(line)
DrawText / DrawQuad / Gizmo.ScreenText overloads accepting an angle
Make Gizmo.Input.CursorPosition relative to view widget
Refactor ActionGraphDebugger
Add overloads accepting CancellationTokens to delay tasks
Facepunch/sbox-issues#5131
Action Graph editor tweaks to streamline CancellationTokens
Facepunch/sbox-issues#5131
Fix pivot point getting reset on edge extrude
Only select "full" edges, not each half edge
Add edge data for soft normals
Select all mesh vertices with double click