20,900 Commits over 1,522 Days - 0.57cph!
Give test-managed a 10 min timeout
This test relied on Entity properties
Expose SceneNetworkSystem
Hack: Skip rendering to pixmap if framebuffer is 0x0
Move SceneFile to Engine (from Game)
Manually define RPCs
Ensure Paint is only ever used in main thread
Replace connect, disconnect, status commands
Delete tons more Entity & Networking code
Move GameObjects unit tests into engine, update unit test init code (actually opens the game window now, might fuck up CI)
Strip C# Entity IO
Delete big chunks of entity networking, and stub a bunch of entities
Delete entities that will be prefabs
Delete base/Obsolete
Delete Net codegen
Remove old game templates (except minimal which won't work yet either)
Get rid of newlines/tabs/returns when outputting logs to status bar
Move WorldPanel and WebPanel to engine
Remove Game.SceneWorld
Add GameNetworkSystem.IsActive
TypeLibrary: Expose properties if get is public, disable setting if set is not public
Add Game assembly to editor typelibrary
Add Scene, GameObject, Component system
Remove TypeForwardedTo's
Remove physics step from Task
Delete unused
Only skip non public property set if not dynamic assembly
Tick GameManager from GameMenuDll
Mark GameTags as expose
Remove decal references in skin shader, thought I had that sorted :S
Support for multiple suns and fog on atmosphere_sky, code for this still sucks since this came from the first days of development
Get light culling render buffer from rendercontext rather than from layer
Fix compilation of tiled_light_culling on vulkan (wtf?)
Transpose matrices on d3d11
Delete old particles
Delete ViewDesc.cs
Delete IPostProcessEntity
Citizen/animgraph: improved Land_Standing_Movement_S
delete PrefabLibrary, Prefab, IPrefabObject, PrefabAttribute
Remove GameManager
Delete MoveHelper (in scene system now, this uses the wrong trace classes)
Remove Trace, TraceResult
Move Time and TimeSince into Engine
Delete old navmesh code
Remove MapSchema, DamageInfo, LifeState, LightQuery
Remove EntityComponents + EntityPrefabEditor (fixes Sandbox.Component namespace conflict)
ResourceLibrary is a global static, ClothingContainer is in engine
delete AutomaticRenderHook
Remove DepthOfField
Remove ScreenEffects
Remove RenderHook system
Remove all native game code, client, server, host
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Co-authored-by: Matt Stevens <matt@mattstevens.co.uk>
Delete test-server from CI since it's just testing legacy game loop
Heightfield shape collision (collide directly with heightmap values to save memory and construction time) https://files.facepunch.com/layla/1b2711b1/sbox-dev_te9aXdBHk6.mp4
Bit of cleanup
simd cell triangle vertices up front
Ray casts and shape casts against heightfield but slow because there's no acceleration structure yet
Shape cast against heightfield using swept bounds, awful for long traces but fine for player controller for now
Pin heightfield memory to the PhysicsShape so GC can't free it whilst native is using it
Delete baseplayer and prediction system to make a start on deleting game dlls
[pick] Delete Decal Renderer that's used on unused skin decal stuff
Delete faceposer and postprocessingeditor
Delete materials that I broke by deleting all that shit
Merge Audio and Sound, just one global static class called Sound
Fix cascade scale for maps that arent compiled with the new light attributes
Apply indirect transmissive lighting, previously would only be affectted by direct lighting
Migrate light api to new lightbinner system
Add example decals
Add useful particle/effect shapes
Remove a bunch of decals
Remove a bunch of particle materials/textures
Make `ListView.ItemAlign = Align.SpaceBetween` work better, especially when there's not enough items to fill a row
Add r_depth_debug to visualize the depth buffer
Fix EnumControlWidget for [Flags] enums
Before: https://files.facepunch.com/ziks/1b0411b1/flags-before.mp4
After: https://files.facepunch.com/ziks/1b0411b1/flags-after.mp4
Citizen: improved 'Land_Standing' animation & removed old 'Land' animation from VMDL/files
Citizen: improved 'Land_Movement_N' animation, & fixes it potentially causing weird IK leg flips in some movement animations
Citizen: perform a post-motion-extraction offset on the sprint anims, to get the center-of-mass & pivot point feel better during turns, and blending in general
New Outfit Piece - Fisherman Jumpsuit
LODs and Skinning adjustments coming asap!
Add PhysicsBody.GetLerpedTransform
Add PhysicsBody.SmoothMove
sceneanimatableobject sets physics bone positions on non animated models too
Fix skinned mesh bounds being fucked (although this needs another look later on)
Rotation.SmoothDamp is static
Add SmoothMove.SmoothMove which takes a transform, does rotation too
Cleanup failed experiment
Remove r_depth_prepass option, we should always be doing it as part of forward+
Depth class uses the pre-resolved depth chain from the prepass instead of trying to sample an MSAA buffer, which was never working on certain MSAA levels and would've required a combo and loads of extra bullshit to do.
Fix api break
Up Engine API version
Pass engine version how web expects it when searching for packages
depthresolve uses min of all msaa samples
Update izabu and add my changes
Render menu
Fix rendering `RootPanel`s in VR: separate out `IsWorldPanel` from `RenderedManually`
Clear attributes after popping a layer when rendering UI
Izabu: Fix RemoveContacts skipping the first contact, fixes old contact hanging around sometimes when joint collision is disabled
TreeView shift multi select works as expected
Add MultiSerializedObject
Clean inspector creation
Fix mistakes
Widget contenthash should be ready to update straight away
Multi edit support in a bunch of ControlWidgets
Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375)
Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374)
Disable tests that load games or addons for now. Closes #1376
Disable TestGamemode unit test and game and extension templates unit tests
Go through code looking for painday comments and try to sort them out (#1377)
* Go through code looking for painday comments and try to sort them out
* Readonly get
Clear all [Obsolete] for a fresh slate (#1378)
* Clear a bunch of [Obsolete] stuff
* Remove obsolete template element override
Disable tests testing against package.facepunch.platformer.dll and package.facepunch.sandbox.dll for now
Disable test for package.facepunch.sandbox.dll Should_Pass
Disable 2 more tests that will be broken right now
Merge branch 'master' into codegen-struct-arg
Disable 2 more tests that will be broken right now
Disable tests testing against package.facepunch.platformer.dll and package.facepunch.sandbox.dll for now
Disable test for package.facepunch.sandbox.dll Should_Pass
Clear all [Obsolete] for a fresh slate (#1378)
* Clear a bunch of [Obsolete] stuff
* Remove obsolete template element override
Remove obsolete template element override
Clear a bunch of [Obsolete] stuff
[ Pick ] remove specialized decal rendering path from skin
Go through code looking for painday comments and try to sort them out (#1377)
* Go through code looking for painday comments and try to sort them out
* Readonly get
TreeView shift multi select works as expected
Add MultiSerializedObject
Clean inspector creation
Fix mistakes
Widget contenthash should be ready to update straight away
Multi edit support in a bunch of ControlWidgets
Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375)
Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374)
Disable tests that load games or addons for now. Closes #1376
Disable TestGamemode unit test and game and extension templates unit tests
Merge branch 'master' into painday-cleanup
Disable TestGamemode unit test and game and extension templates unit tests
Disable tests that load games or addons for now. Closes #1376
Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374)
TreeView shift multi select works as expected
Add MultiSerializedObject
Clean inspector creation
Fix mistakes
Widget contenthash should be ready to update straight away
Multi edit support in a bunch of ControlWidgets
Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375)
Merge branch 'master' into remove-savedgames
Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375)