20,900 Commits over 1,522 Days - 0.57cph!
VR: perform copy before adding layers & don't create temporary back color buffer
VR: overlays don't block input if there's a game running, use high quality rendering now that works again
Fix incorrect velocity adjustment when clipping 2 planes
TreeView's shift select can handle items that aren't in view
Citizen: polish Land_Crouching a bit
Remove ConVar.Replicated and associated code
Editor: Remove Game tab, moved "Project Settings" to Edit, moved "Open Project in Explorer" to File
Remove ConVar.ClientData and associated code
Remove f5 screenshot from user_keys_default.vcfg
Add Edit/Play menu option, with F5 keyboard shortcut
Citizen/animgraph: rip out the Selector node that oversees move_style, and replace it by a State Machine implementation; solves a moderate animation snap if you go from idle to full-on sprint, and also safeguards against repeated large snaps if tapping SHIFT
Clean up GameMenuDll.OnRender
Render game viewport from tools if game isn't playing
Editor viewport camera shouldn't really care about render tags
Different approach to multiple cameras support. Camera.Main is set to the camera that has the "maincamera" tag
Set default camera priority to 1
Give Camera prefab the "maincamera" tag by default
Add "maincamera" tag to default editor scene
Add lightData.HasFrustumFeathering() for seamless fading between light cascades
ShaderGraph add ToolsWireframe and ToolsShadingComplexity modes
Fixes sboxgame/issues/issues/4104
ShaderGraph add Camera node with position, direction, near/far plane
https://files.facepunch.com/matt/1b1111b1/sbox-dev_0SbvbXMF1c.png
Fixes sboxgame/issues/issues/3996
Shadergraph transforms the given tangent normal into world space
Citizen/animgraph: improve jump SM logic + make wish-based airborne flail fade in over 500ms (this leaves the visuals after jump almost unaffected while letting non-jump scenarios like "running off a cliff" look & feel better) + move its 1D blend slightly downstream (this prevents the non-wish flail and the wish flail from competing, and they run out of phase sync so that could look terrible)
Compiled light culling material
Add more options for editing particle control points (#1379)
Add orthographic view support to camera gizmo https://files.facepunch.com/tony/1b1111b1/sbox_FDMS0kbBzH.mp4
Citizen: improved Land_Standing_Movement_[E/W]
MapNode.OnAddedToDocument & MapNode.OnRemovedFromDocument
Run Scene.EditorTick() from Hammer
Get some scene prefabs going in Hammer
Move remaining files from public/game to public/engine2
Delete g_pSource2Server
Move view_shared to engine2
Remove gameinfo.gi, define these keyvalues in C++
Fixed cell hover color not being set, and fixed cursor type
Adjust alignment of keyboard code cell for consistency
Add inline support for gamepad code
Add tooltip to gamepad cell
Add inline keyboard code editing to InputActionPanel
https://files.facepunch.com/tony/1b1011b1/sbox_1Wb5szvOnF.mp4
Added some features to input actions editor, sorted categories (collapsible, persistent)
Remove [ClientRpc] [ClientInput]
Test fix
Put SceneEditor in a namespace
Delete source2gameentities
Delete source2serverconfig
Delete source2clientconfig
Make HmdMatrix44_t internal
Put triangle in a Sandbox namespace
Everything in the editor addon is in a namespace
Renderering => rendering
Re-initialize Json on hotload/reset
Hitbox to namespace
Fix test periodically failing
Move more stuff out of global namespace
Sound components to namespace
Scene into a namespace
Everything in Sandbox.Game is in a namespace
protocol++
SceneFile in namespace
IzDynamicTree uses izAlignedAlloc
Hammer map worlds get a backing Scene, add that Scene's SceneWorlds to the render list
Add ComponentEditorWidget which can be decorated with CustomEditorAttribute
Example usage:
```cs
[CustomEditor( typeof( Terrain ))]
public class TerrainEditor : ComponentEditorWidget
{
// ...
}
```
Hacky way to let you do constant values for operator inputs
Shader CI: Do git clean before pull
Minor fixes, x.Load(i) and x[i] has different behaviour between vk and d3d11? Compiled lit user shaders
Refactor fog shader to take lights by index rather than by list, unroll loops still