22,418 Commits over 1,614 Days - 0.58cph!
Create grid debug shape for heightfield, faster but could be faster
Don't build steam audio static mesh for heightfields, too slow currently (do we care?)
Update terrain collider when terrain is dirty
Refactor ActionGraphDebugger
First pass at listening for ActionGraph scene refs
WIP show scene refs in scene view
https://files.facepunch.com/ziks/2024-03-08/sbox-dev_HZ7Fs0R2x1.mp4
CollisionActionComponent, TriggerActionComponent implement IActionComponent
Fix asset references trying to resolve before those references were added to the assetsystem, which would cause failed uploads
No amount of reverting was fixing this, so I think this has existed for
a long time...
Fixes
sbox-issues/issues/4914
sbox-issues/issues/5013
slicked_back_balding lods
Leotard Model + Hair Adjustments
Fixed game dll not being able to access clothing icons
Process deletes in a couple more opportune places
When a bone merged model is added, merge it immediately to avoid 1 frame bind poses when components are added after animations are calculated
Update avatar scene
MeshEditor: More robust u and v axis face calculation, only set texture axis if the face can calculate a valid normal
Add unrecognised reference paths to asset inspector
Remove legacy path from CMapAssetType::CalculateDependencies
Move light culling renderer to scenesystem and remove GetPtrValue hacks from it, we'll call it from lightbinner to pass results from light culling, layers still exist on renderingpipeline for ordering
Initial proof of concept for scoping gamepad inputs
- Push input scope if a GameObject has an InputScope component, which pushes the active input context
- Don't use Controller.First anywhere other than UI
- Poll every gamepad input and store an InputContext per controller, instead of just the first one
Todo:
- Fallback to first controller if we don't define any input scopes at all
- Let the keyboard and mouse easily be the "non-scoped" input, so we can have two player games with just one gamepad
Tweak painting to pixmaps to avoid invalid pen crash
Delete block tool scene object if creation gets cancelled
Support heightfield in CPhysicsShape::GetTriangulation
Unmangle SDL
Steam Audio: check for AVX512 before using it
CollisionActionComponent, TriggerActionComponent
These will all get deprecated with #1458 anyway
Make AssetSystem.IsCloudInstalled a bit safe
EventSystem gets inner exception from TargetException
WorldPanel mark panel as null when disabling
Wrap ControlSheet in try get to prevent catastrophe
StyleSheetCollection replaces old parsed value when calling Parse
Fix menu not loading in editor properly
Add Component.OnParentChanged
Update GameObjectInspector.cs
Create avatar.scene
PanelComponent updates parent panel when changing parent
SourceLocation ILHotload test
Use built-in FindNode( getInnermostNodeForTie: true ) for ILHotload
#1492
Fix ILHotload handling SourceLocation attributes
I'm not sure why it wasn't skipping before
Terrain default cast shadows off
Heightmap import support mac byte order
Remake heightmap/controlmap texture when importing at a different size
Fix enums on ReflectionSerializedObject properties
Very basic editor tint when entering play mode
sbox-issues/issues/4333
Fix showing project launch errors
Add mips to texture editor
Fix GPU crash when ReadTexturePixels is provided a srcRect that exceeds texture size
Terrain: Add splatting with layers, add heightmap imports, switch to editortool subtools
Gradient editor lets you press delete to remove the selected point
Resolves sbox-issues/issues/4963
Move resize box to world space position before snapping it https://files.facepunch.com/layla/1b0711b1/sbox-dev_fVEF49E04T.mp4
Add SerializedProperty.ShouldShow()
Start reworking ControlSheet so it can hide rows when ShowIf/HideIf is set
Add gradient to user customization
Clothing item gradient
Game Object Network Mode Selection https://files.facepunch.com/conna/1b0711b1/sbox-dev_G97N4pdA3q.png
Approach this differently: let's just do a bunch of preset patterns and allow them to be scaled
Remove stuff that we're not using now
More patterns (though defining these in code feels silly)
Apply scales, clean up
Steam Audio Reflection (#1490)
Reflections are re-enabled again. Be aware that right now only "static" colliders block audio.
Lets add these incase they're needed
Add AudioMixer, Reflection performance graph
Protect against invalid transform in CPhysicsBody::AddMeshShape, fixes crash some games are having
Tentative fix for #1492
This might lead to it falling back to normal hotloads more often, but
at least it shouldn't throw.
Remove debug
Clean that up a bit
We can limit the max number of reflective sounds simulating, allowing to put a performance cap on it
ComponentFlags.NotNetworked. When a component has this flag, it won't be serialized in the scene snapshot or with a networked object when sent to other clients
Avoid throwing / catching exceptions when upgrading delegates (#1491)
Was very slow when the debugger is attached
Don't EditLog if we're not in the Editor. EditLog separate from BreakFromPrefab because we don't wanna do that just because we're spawning a networked object in a running scene.
Interpolation Fixes w/ Ownership Change (#1494)
🤞
Bounds checking in izCreateBVH to be safe
This doesn't need to be internal anymore, was leftover from testing
Return hit if maxlength < 0 (!)
Test reflection per input
Tweaks
Partial rewrite
Use audio materials
Tweak how static meshes work
I am sorry, I don't see a better way to do this
Re-using these samplers
Some sample rate math notes
I am sorry, I don't see a better way to do this
Re-using these samplers
Some sample rate math notes