22,475 Commits over 1,614 Days - 0.58cph!
Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :(
Transplant new physics interface to master, start fixing up shit again
Remove unused from iphysicsshape
Remove unused from iphysicsjoint
Remove unused from iphysicsbody
Support for comment nodes in Action graphs
Skip HideInEditor properties in ControlSheets
Native Resource Cache
Use a sliding window cache alongside weak references for our native resources in C#. There were cases where we were reloading resources every frame because the garbage collector was too good at it's job, so we'll let per frame loads hang around a bit longer.
Resolves #1306
Add PhysicsWorld.Step( delta, substeps )
Clear cache at opportune moments
Use NativeResourceCache for other native resources
Destroy strong handles on main thread
Get rid of debug
Fix strong handle leak in Texture.FromNative
SelectionSystem has events
Rename TreeNode.HasChild to TreeNode.HasDescendant
Open and scroll to selected item in treeview
Updated trace code from Jay
Rescale body when setting transform with different scale
add Gizmo.Draw.SolidNavigationMesh, LineNavigationMesh
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
Simple debug drawing for sphere and capsule, they were drawing too much geometry
SweepBody, SweepBodyMultiple
Activate non solid contacts regardless of if neither is dynamic (triggers)
Add Gradient type, editor, tests
https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
Don't hit gizmo hitbox if too close
FloatControlWidget observes [Range] attributes, creates a slider
https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
Add SceneModel.AnimationGraph
New Outfit Piece! - Chef's Skull Cap
https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg
LODs coming ASAP
Fix leaked resources when CSwapChainDx11 is resized
Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png
After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png
CSwapChainVulkan also flushes scratch rendertargets on resize
Add PhysicsBody.AddShape() which takes a Hull and transforms it
Fixed check for if this is first time assembly is enrolled
Call TriggerRegisterEvent before OnHotloadSuccess
This makes sure that TypeLibrary knows about the new assembly before
things like EntityManager.OnHotloaded() get called.
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture
Hammer uses same shadow atlas as everything else
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
Clean release build at 1am every day
Fix bloom being enabled by default
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
artifact game log files when running test
Write s&box.sln in unit test proper
See if we can convince it to compile editor addons during test
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
Plumb in a fix for EntityPrefabEditor entity selection
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
Fill out SceneParticles
Chef outfit LODs
Hair-net White variation
Add NavigationPath.GetPositionAlongPath
Add Gizmo.Draw.SolidTriangles
Remove all the Msg'ing when generating a navmesh
Merge branch 'master' into map-build-fix
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
Start moving more over to managed - not sure we need all of this though
Remove more unused
Add NavigationPath.GetPositionAlongPath
Add Gizmo.Draw.SolidTriangles
Remove all the Msg'ing when generating a navmesh
VR GPU flush timer
More more IVr stuff over to managed
No multiview instancing
Don't set D_MULTIVIEW_INSTANCING for debug overlays
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
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
Plumb in a fix for EntityPrefabEditor entity selection
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
See if we can convince it to compile editor addons during test
Write s&box.sln in unit test proper
artifact game log files when running test
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
Create BVH and copy it to RnMesh_t (for tools)
BVH resource pointers point to rubikon data
Swap these bits around in bvh node because that's the order rubikon has it
Fix bloom being enabled by default
Clean release build at 1am every day
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
Use aligned vertices for RnMesh_t, convert post load if they're unaligned
Add materials back to BVH
Native Vulkan submit, remove unused
Save RnHull_t on shape so tools can grab it later
Create RnHull from library hull, just copy everything over
Revert "Don't add hulls and meshes to aggregate if they fail to build (old data)"
This reverts commit 54d7102f39ce1aca8dde5f84c4cb91070f953eb2.
Revert "Abstract physics hull"
This reverts commit 592ef2bbb12f7cb633735b58c7ff5f594c292715.
Revert "Allow BVH to have optional material indices"
This reverts commit 6ba259ea8f0271d3f59e7b138a07f691cc918c6f.
Revert "Move CPhysicsMesh and CPhysicsHull to their own files"
This reverts commit 9c6ca449f38b72260189f2dc093aa4325b96fee6.
Revert "Abstract physics mesh, phase out RnMesh_t but keep around for loading old collision data"
This reverts commit 883b63ad78c97bd879a9f64e14551ff13bebca5f.
Revert "Start trying to phase out RnHull and RnMesh"
This reverts commit 71878031f158215d4f40a4f1dc913827824394ba.
Revert "Remove bullshit from RnHull and RnMesh to see if still loads and how"
This reverts commit 288df9621dd0c6cb6de3e35b958cecc4cb267102.
Try pointing hull resource pointers to rubikon data, much easier if works
Resource pointer needs to use intptr_t
Add a hull deep clone
Cherry picked SAT fixes in library
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture
Hammer uses same shadow atlas as everything else