17,179 Commits over 1,308 Days - 0.55cph!
Local project compiles can partially succeed - which means that one broken addon doesn't destroy the whole startup
Fix static event exceptions throwing an error instead of showing the real exception
Fix typo VFX_REGISTER_INPUT_TEXTURE > VFX_REGISTER_TEXTURE
Hotload timing info tweaks
Added hotload_paths convar
Added EnumUpgrader
Made DefaultUpgrader more strict
WIP code gen in DefaultUpgrader
Skip IntPtr / UIntPtr
Failing test for upgrading nested structs with codegen
Fixed directly upgrading struct fields using codegen
Print individual changes during compile, show node paths
WIP check if all changes are in method bodies
Incremental compile proof of concept
Don't compile shader if they exceed our VFX_MAX_SAMPLERS
0ms hotload fast path poc when only method bodies change using MonoMod
Biggest flaw of this is detecting the changes, Ziks has some good ideas with comparing the AST
https://files.facepunch.com/matt/1b2611b1/sbox-dev_My23jH4uYG.mp4
Fix cubemap incorrect rotation
Remove GameExtensionsPage (confusing, redundant)
Delete unused files from visbuilder
Apply scale of ScaleAndMirror to particle nodes in ModelDoc
(Shift+)Tab scrolls TextEntry autocomplete
Addresses sboxgame/issues/issues/1190
Update cache optimized kd node
Placeholder icons for local projects
Addresses sboxgame/issues/issues/2468
Vis3: Use large bit vec for grid set storage and restore log warning about accessing bit out of range (this should never happen now)
Disable detailed hotload diagnostics unless hotload_log >= 2
Fixed game resource editor completely rebuilding when editing values
Fixes drag-editing floats for example not really working for sound scapes, etc
Increase default size of GameResource editor
So that soundscape editor is not squished and basically unusable without editing width every time
Fix WebPanelTest throwing NRE in debugger
.editorconfig changes to match Valve coding style better
Delete IVfx::GetAllShaderVariables was only used for dynamic shader compiles
Non Pow2 textures are allowed so make sure the tex coord scale gets set
Auto upgrade "shader" kv in vmat source instead of just compiled, e.g "vr_complex.vfx" -> "shaders/complex.shader_c"
Recompile all assets - mainly upgrading legacy shader names
Make PlatformEntity.StartMoveBackwards/Forwards actually start moving, not just set direction
Prefabs: Add Scale control to Root Entity and don't reset it back to 1 when opening editor https://files.facepunch.com/devultj/1b2611b1/sbox_IEHx2r0LU0.mp4
Remove large_crate assets
Hair_Longbrown Test files
Fix precache error
Add test DownloadPackagesWithMatchingFiles and fix
Delete ServerContent class (unused)
Merge branch 'master' into package-cleanup
Delete BaseContent, PackageContent - client + server handle new packages being added
Don't add built in tool projects if not in editor mode
Fixed FileSend reading from the wrong filesystem
Don't try to send base content (like base addon shaders) that the client should already have via fileserv
Hair_Longbrown Test files
Revert deletion of debug_sunshadow_vis.vmat
Fix debug_sunshadow, update all_shaders list and delete compiled shaders for stuff we don't use anymore
Remove HSL Grain and old Volumetrics from SFM, note that SFM lights already cast volumetrics in our pipeline without that
Fix crash on moviedoc on maps with volumetrics
Treat BuiltIn projects differently, hide them in the project just by default
Remove large_crate assets
Prefabs: Add Scale control to Root Entity and don't reset it back to 1 when opening editor https://files.facepunch.com/devultj/1b2611b1/sbox_IEHx2r0LU0.mp4
Rewrite visualize_physics without deferred and deprecated stuff, also fix a bug with depth sorting
Fix references to old pipelines on remainder of shaders
Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it
Merge branch 'master' of sbox
Delete all code, shaders and dependencies from other rendering pipelines
Failing test for upgrading nested structs with codegen
Fixed directly upgrading struct fields using codegen
Make standard ExpandGroup toggle require left mouse click, not any (useful for when you've got a context menu)
Fixed InputActionPanel not updating title on rename
Update InputPage to use ExpandGroup and not my own implementation of what is pretty much the same thing
Add prop_physics until we have a general solution to creating scene objects for anything deemed a prop
Set light probe textures to the ones serialized on the entity
Set light probe indices and scalars textures to black
Set shadow texture width and height for all light types
Set particle control point, not scene object transform
Serialize all scene entity properties before creating scene objects, we may need to find targets
Add tonemapping accessor to scene camera
Reduce the amount of samplers by sharing duplicates
This isn't indicative of a cyclic dependency
Fix everywhere I spelt dependency wrong
Try to load local packages first when a package has a reference (this needs more thought though)
Add RuntimeAddonReferencingRuntimeGame test
Fix AddGameProject test (path change)
Fix solution not generating
Add `global using static Sandbox.Internal.GlobalGameNamespace` to base addon
Wait for sln to be generated
Initial support for info_particle_system
Make PlatformEntity.StartMoveBackwards/Forwards actually start moving, not just set direction
New rendersystemvulkan & vfx_vulkan
[hack] don't deal with instancing on SboxVertex for now, need some additional code around input layouts
[temp] don't mount any asset.party shaders
GetShaderFullPath: remove shader replacements and legacy prefix substitutes
Shader fixes where DXC is slightly less forgiving on bad syntax (has a bad hack for material api in it)
Rip up Material API to get it compiling
Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it
Latest compiled shaders
Create scene light for light_ortho https://files.facepunch.com/layla/1b2411b1/sbox-dev_VTq2aIUNJq.png
Fix WebPanelTest throwing NRE in debugger
.editorconfig changes to match Valve coding style better
Delete IVfx::GetAllShaderVariables was only used for dynamic shader compiles
Non Pow2 textures are allowed so make sure the tex coord scale gets set
Auto upgrade "shader" kv in vmat source instead of just compiled, e.g "vr_complex.vfx" -> "shaders/complex.shader_c"
Recompile all assets - mainly upgrading legacy shader names
Fixed game resource editor completely rebuilding when editing values
Fixes drag-editing floats for example not really working for sound scapes, etc
Increase default size of GameResource editor
So that soundscape editor is not squished and basically unusable without editing width every time
Hotload timing info tweaks
Added hotload_paths convar
Added EnumUpgrader
Made DefaultUpgrader more strict
WIP code gen in DefaultUpgrader
Skip IntPtr / UIntPtr
Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it
poc of patching method instead of swapping assembly using monomod
Disable detailed hotload diagnostics unless hotload_log >= 2
Vis3: Use large bit vec for grid set storage and restore log warning about accessing bit out of range (this should never happen now)
Set remaining common light properties so baked lights are actually baked
Material API: Only use ShadingModelValveStandard, abstract classes aren't supported in newer versions of HLSL
Remove some unused bullshit from material API
Add remaining keyvalues needed for scene light entity
Placeholder icons for local projects
Addresses sboxgame/issues/issues/2468
Fix light cookies not working on scene lights, load light cookies for scene light entities