17,391 Commits over 1,338 Days - 0.54cph!
Swap order of parameters so method is first even though you should be using named optional parameters. Minor documentation fixes.
Rework Inertia and InertiaRotation to use non inverse inertia to give sane values
Modeldoc: Don't scale and mirror offsets for hull and mesh, fixes mirror getting cancelled out
ShaderGraph: Fix inline node editor not updating when deleting connection
Citizen: tweaks to scale_height source poses (they now affect arms a little bit less)
Added Mouse.CursorType setter, my use case here is for interacting with world objects from a game where there's only pointer passthrough.
Only force an assembly reload if dependent package did a full hotload
Fix exception in ContextTools.DetermineContext in fast hotloaded methods
Fixed 'Convert Model to Editable Mesh' with compiled only models
Fixes converting a model to a mesh when the model has no source .vmdl combining all bodygroups into 1 big mess. Now only the selected bodygroups are converted to a mesh.
Fix menu breaking after hotload
WIP force-reload assemblies that depend on a changed package
Allow resolving newer assembly versions
PackageLoader.LoadAssemblyFromPackage cleanup
Re-use our own functions
Post returns HttpResponseMessage
Add "new instance" button to asset browser, AssetBrowserInstance class
Fix System.Collections.Concurrent not being supported
Fix mimic bots not copying player's action inputs
Merge branch 'master' of github.com:Facepunch/sbox
Fixed unloading IsolatedAssemblyContexts during fast hotload
In a fast hotload, DON'T unload outgoing, but DO unload incoming after the fast hotload
UI: Create multiple samplers to reduce artifacting on repeat
Related to sboxgame/issues/issues/3182, decided that making 4 samplers was better than adding another dynamic combo
Make GetKeyWithBinding / GetBindingForButton obsolete as they're useless now
Set output color to adjusted atoc opacity, recompile foliage shader for this
Added context menu event for ProjectRow, similarly to asset.contextmenu and folder.contextmenu events.
See example on sboxgame/issues/issues/3175
beer bottle - new glass shader material tweaks
Merge branch 'master' of sbox
Editor: Add revert button to project settings, don't have to re-open menu
Compile shaders for a project after importing it
Merge branch 'master' of github.com:Facepunch/sbox
Recompile citizen animgraph from editor, from contentbuilder cmd line it produces a 9kb file instead of 47kb?
Silly nob left debug msg in
Never recompile symlinked assets, e.g compiled asset from asset.party that you have the source file for
Use PackageReference for referencing packages, References for referencing assemblies
The fuzzy search in FindCompilerByName was getting messy, so that's replaced with FindCompilerByAssemblyName / FindCompilerByPackageName.
Also this fixes changed library packages not marking dependent compilers for recompile (#956)
Fixed test passing for the wrong reason
Rename Compiler.PackageReference to PackageReferences
Don't fast hotload if a referenced assembly has changed
More assembly / package reference strictness
Made generic method resolving / comparing stricter
We need to re-resolve all member references in fast-hotloaded methods
This fixes references to types from fast-hotloaded referenced assemblies
More precise logic when deciding if a referencing assembly can be fast-hotloaded
Constructor resolution regression fix
Some cleanup in ILGeneratorExtensions
Hotload.GetMethods helper now matches name
Access control now caches assembly definitions by name + version
Fixes issues where hotload requires a specific old version
Assert that the correct assembly definition version is resolved
Keep exactly the outgoing assembly definition cached, but dispose older versions
Clean up AccessControl.Resolve a bit
WIP referencing fast-hotloaded assembly fix
Rebuild content - mainly for removing obsolete shader attributes from materials using blendable/glass/foliage
Move gizmos folder to engine
Run static constructors in sandbox.engine after bootstrap has initialized, because not everything will be loaded yet
Make some gizmo stuff public so it all compiles
Editor: Add confirmation window to input settings when deleting actions
Might be better to have a revert changes button for project settings as a whole, but this is probably fine for now.
Get rid of now invalid group source bindings
Get rid of a bunch of unused InGame actions from SteamInput manifests
Fix default value of slider entries in lobby game settings
Assign the slider's value after min & max so it knows what the clamp range is
Remove dead code
Update launch config tab titles when config changes
Fixed telegraph material appearing corrupt
Compiled assets
brick wall material tweak
Merge branch 'master' of sbox
Fix packages returned by /find/ not getting partial cached
Add package/list api
Allow increasing sampler per pixel on denoiser, use lower precision gbuffer, fix compositing looking weird
Add PhysicsBody Inertia and InertiaRotation getters
Citizen/clothing: updated summer shorts to latest rig & reskinned them
Citizen/clothing: updated polo shirts to latest rig
Citizen/clothing: updated Hawaiian shirt to latest rig
Citizen/clothing: updated flannel shirts to latest rig
Shadergraph: Shift click connection to insert reroute node
Cleaned up Avatar scenemap
https://files.facepunch.com/louie/1b2211b1/sbox_Qe0ssZYAVe.jpg
recompiled assets
Citizen/clothing: enabled expensive tangents on dotted dress (gets rid of shading seam)
Added leaf pile assets + tileable
- 5 Individual leaf models (for dressing/particle use)
- leaves_a tileable material + green variant
- 2 scattered leaves corner meshes
- 6 leaf pile meshes
- 4 straight line leaves meshes
https://files.facepunch.com/jason/1b2211b1/opera_PaCoGTbV8Y.jpg
https://files.facepunch.com/jason/1b2211b1/opera_kEOIGa3Mzw.jpg