22,479 Commits over 1,614 Days - 0.58cph!
Clean resource names of textures further to not mistake for absolute path
Update Facepunch.ActionGraphs
Some more node definitions
IRenderDevice: delete 360 only method
GPU Resident Textures debug menu
Set debug names for c# loaded images
Use schema-less RuntimeTextureSpecificationFlags_t, remove redundant flags
Test for null get / set methods in ILHotload (#1287)
Add TypeDescription.BaseType
fixes sboxgame/issues/issues/3660
fixes sboxgame/issues/issues/2611
If package starts with local. then don't find by exact name
Throw exception in CodeEditor.OpenFile if passed path is null or empty
Disable Panel go to source is source file is empty
Handle not found exception in MenuUtility.Storage.GetStorageFiles()
Fix NRE in LoadAllAssembliesFromPackage, if a package failed to load
Only share parent view's atlas if it has a lightbinner, fixes avatar menu, I'll revisit this tomorrow
Pass current view to be used as parent view in RenderTools.RenderScene, this lets lightbinner cache shadows properly between SceneCamera views on the same world, but doesn't affect SceneSunlight though
Remove unused (mostly legacy stuff)
Reduce latency by running callback for pose update immediately after WaitGetPoses
Managed VR GPU flush timer
SubmitTextureToCompositor returns success/fail status
Update Facepunch.ActionGraphs
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Updated ActionJigs
Some more node types
Support deserializing system types if TypeLibrary is okay with them
Error messages in node tool tips
Added GraphView.GetRelevantNodes
Node graph HandleConfig refactor
Allow arbitrary nesting in node creation context menu
Default handle color tweak
Update Facepunch.ActionJigs
Hotload: fix before / after constraints on upgrader ordering
TypeLibrary.GetSerializedObject overload accepting a getter
Add [Flags] to DockProperty
Constant nodes
Node interface tweaks
Update() node UI after Layout() calls
Update ActionJigs
Try to get nodes to redraw on change
Post-rebase fixes I missed
Updated Facepunch.ActionJigs
GraphView.CenterOnSelection
Allow custom exception stack trace inspectors
Update Facepunch.ActionJigs
Update Facepunch.ActionJigs
Null literal node
Can get / set fields with nodes
INode.CanClone, CanRemove
Post-rebase fixes
Update ActionJigs, expose some more reflection info
Some more nodes
Support for comment nodes in Action graphs
Skip HideInEditor properties in ControlSheets
Action node display tweaks
PlugIn respects ShowLabel
Rerouting fixes
Fixed handle config names for generic types
Action link pulsing in editor
Json ignore / hide ShaderNode.DisplayInfo
Dynamically size input / output plugs
Fix updating plug types in shader graph
Fix not being able to drop on a reroute node
Fixed ActionJig test
Put ActionJigDebugger in its own file
Jig -> Graph
Update Facepunch.ActionGraphs
Failing to create hull or mesh will still add a valid shape (insignificant sphere)
Define IZ_UNITS_PER_METER in engine2
Remove deleted bodies and shapes from m_CollisionEvents
Docs for ProjectedDecalSceneObject
Ignore world by looking for world tag, instead of entity == 0 (because it's always 0 in scene system)
Trigger ignore if both have no touch events - not just one
Fill out the ContactEnd struct
Add PhysicsShape.Collider object
Re-order VPhysIntersectionNotification_t to make it more c# interop friendly
Add IPhysicsWorld.ProcessIntersections
Add Gizmo.Draw.LineSphere easy mode
Add PhysicsBody.OnTouchStart, OnTouchStay, OnTouchStop
Cleanup, update flags based on material
Hammer: Fix crash trying to simulate softbody
IsVRHeadsetAvailable, test showing a button in menu navbar if VR headset is present/available
Digital / skeletal / pose action data + helper funcs for retrieving all action data
Dispatch submit func from scenesystem
Un-delete SetSteamVrCompositorTexture and do submit on render thread
Fix mistake in hull copy when adding transformed hull
Add experimental SceneModel,SetBoneOverride
Fix zero radius capsules in some maps crashing the game, clamp to convex radius
Izabu Physics (#1308)
Replaced the physics library to provide us with easier updates and bug fixes. No softbody (yet)
Handle upgrading ParameterInfo (#1287)
Small cleanup
Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type
Move decal attribute stuff into managed
New Outfit Piece! - Football Shorts
Adjustments to the goalie glove textures
Pass size through to decal update, prep some of the older attributes for baked lighting
FPArms: camera is now handled separately on a different path & made additive so that simultaneous jump/land/airborne + attack anims don't stomp each other unpleasantly
Citizen: move foot attachments into prefab
Impl shape getscale, not really needed but our api has it
Add back CreateDebugSceneObject, hammer uses this to render collision
Scaffold out CProjectedDecalSceneObject
Add ProjectedDecalSceneObject to managed, register handle
More work getting new sceneobject to parity with old system (still invisible)
Get rid of test code
Silly mistake in PurgeShapes
Support tools creating scaled meshes, create copy and make sure it gets deleted on shape delete
Avoid having to rebuild hull to create transformed hull
VR loop changes
Remove more unused
HasAttribute non generic
CustomEditorAttribute has WithAllAttributes property
Name the bodygroups in citizen
Add Model.BodyParts, obsolete all the old accessors
Add BodyPart.BoneName
ControlWidget supports wide mode
Added ControlWidget.ValueHash
Add BodyGroupsControlWidget
Validate indices are in range in AddCollisionMesh
Goalie Gloves
Initial goalie gloves model for the football outfit!
LODs coming asap
Add an random U offset to tiling hotspots UVs
football shirt variation
Football shirt version of the Standard shirt + scifi armour colour variations
Goalie Gloves adjustments + Black Rubber Gloves
Also some adjustments to the skinning of the chef shirt!
Add CSceneAnimatableObject.SetBindPose
More keyvalues binds
Disable a ton of anim events (until someone tells me they were using it)
Anim event callbacks
Add SceneModel.UpdateToBindPose()
Add SceneModel.OnFootstepEvent
Update FootstepEvent
Give citizen foot_L and foot_R attachments back, so footstep events work
Fix CUtlString copying crash in animevent_t
Add SceneModel.OnGenericEvent
Add SceneMode.OnSoundEvent
Unmount/Re-mount Vpk After Map Compile (#1309)
* Initial commit
* Test mount/unmount VPK methods
* Remove file extension when passing to Mount/UnmountVPK
* Use ChangeExtension instead as apparently this preserves the path...
* Fix IsVPKMounted check not working
* Fix docs
* Use correct log channel
* Rename to OnPreCompileFinished + OnPostCompileFinished
Add Paint.MeasureText easy mode
Speed up PopupWidget fade in
Add ITag.SetFrom
Transform Json serializable
ControlWidget don't fall through OnContextMenu by default
Merge branch 'master' into new-physics-merge
Update Facepunch.ActionGraphs
Transform Json serializable
ControlWidget don't fall through OnContextMenu by default
Add Paint.MeasureText easy mode
Speed up PopupWidget fade in
Add ITag.SetFrom
Remove unused
Calculate predicted seconds to photons from now for tracked device poses
Update HMD transform in various additional places, should help with latency
Fast path specifically for *hmd* pose retrieval, should help a tiny bit with latency
VRSystem.Update refactor
Shorten GetPredictedSecondsToPhotonsFromNow to GetPredictedTime, use GetDeviceToAbsoluteTrackingPose for GetHmdMatrix