22,469 Commits over 1,614 Days - 0.58cph!
Create debug scene objects for edges
Delete debug sceneobjects when we're done with them
GetLocalInertiaOrientation, GetLocalInertiaVector
Another big interface cleanup
FindClosestPointOnConvexShapes using gjk
Reference Facepunch.ActionJigs, NodeGraph refactor
TypeLibrary ignores Delegate types
Editor: Add "keybind" editor widget, instead of manually finding inputs, just press the button you want to use - would be good to have proper trapping in tools soon (?)
New Outfit Piece - Chef's Hat
https://files.facepunch.com/daniel/1b0411b1/chef.png
Lods and skinning adjustments coming ASAP
Latest tier0 basetypes
Split everything out of basetypes.h into new or existing includes, remove very old code, typesafe numerics, bring engine up to date with these changes
typelimits.h
Explicit use stackalloc.h
Remove CRT_INCLUDES_RESTRICTED
Explicit d suffix on tier0 math funcs
Split dbg.h into assert_base.h, messages_base.h
Add tier0_utils_base.h
First pass at removing stuff from basetypes.h to commonmacros and platform
no more qboolean BOOL-shit
this intellisense bug is fixed, in fact it errors with this workaround
Explicit recttypes.h
basetypes, bitscan, enum bitwise operators
Explicit typesafe numeric headers, update all usage
Pointer handles fuck off too
Move some more to commonmacros
Fix double fsel def
Remove includes from basetypes.h
Unused
COMPILE_TIME_ASSERT
Add rotational vector getters to Transform
Add additional aspect ratios
Aggregate GetBbox and GetBboxFromProxies
Reference Facepunch.ActionJigs
Serializing / deserializing action jig delegates
Fixed System.String not being whitelisted
Simple action jig serialization test
Refactor simple actionjig test
Replace References with AssemblyReferences in CompilerSettings
Also make DistinctAssemblyReferences do the filtering that literally every
user of that property was doing.
Allow CanEdit("action"), expose NodeLibrary to tools packages
WIP delegate upgrader for action jigs
ActionProperty, skeleton of an action jig editor
WIP Some NodeGraph abstraction
Fleshing out action graph editing
TreeView/TreeNode speedup
Don't render NativeRenderingWidget if it's not visible
Give nice warning when calling AssetSystem.CreateResource with invalid extension
Allow overriding some of the SceneMapLoader functions
Remove unused pvs stuff
Don't delete the whole physics and sceneworld when removing a SceneMap
Remove .vmap extension when trying to load a map
Expose Map.PhysicsGroup, Map.SceneMap
Hook up some debug drawing https://files.facepunch.com/layla/1b0311b1/sbox_0018.mp4
Add revolute joint from desc
Spherical and conical from desc (both the same for now because the only difference should be limits)
Use aligned alloc in dynamic tree, fixes crash in vLoad3A
Add pre and post solve callbacks
IsLeftHandDominant, Enabled
ApplyLinearImpulseAtWorldSpace, GetMassCenter
Remove static and active aggregates when destroying aggregate
C# has control over whether vr is enabled
Also add `vr_enabled` concmd so that we can test toggling VR at runtime
Get active body list for active aggregates
Don't wake up statics, otherwise do a forced wakeup (bug in library where a body can be awake but not in the active list?)
Don't create hull for CastBoxSingle, it only needs to know the 8 corner verts
Move VR stuff over to Sandbox.Engine, start deleting old VRGlue - breaks VROverlay for now
Only init if -vr specified, ensure active
Init overlay, bindings for dashboard visible & drawing controllers
Move vr-specific input into Sandbox.Engine
Proper way of converting matrices from steamvr -> sbox, push test hmd data to game
Only do this if we have a shadow controller
Add PhysicsBody.Move - which complies with the ShadowController
CastRaySingle, CastSphereSingle
Add weld joint from desc
CastBoxSingle
Clamp sphere and capsule radius to linear slop
New Outfit Piece - Boxing Shoes
Set UNITS_PER_METER to 40
Build bodies and shapes for aggregate
SetAggregateInstance and SetGameSceneNodeHandle
Gather active aggregates to build the awake step results
When building aggregate bodies, add body, set motion type THEN set transform, otherwise it gets stuck in a weird deactivated state
vsopen won't open a file unless a file line is specified
Add BaseItemWidget.ItemClicked
Added EditorUtility.Projects.WaitForCompiles()
Fix a bunch of potential issues when deleting a listview during selection callback
Added first version of WrapSet/WrapGet
Unit test stubs
Don't pass value for get accessor..
Cast to original return type in get accessor when wrapping
Support CodeGenType.Instance with CodeGenType.WrapCall
Fix TypeDescription.SourceFile + SourceLine sometimes coming from a base class
CodeEditor.OpenFile will look through all the local project's code paths if relative path
Gizmo camera settings, camera smoothing
Allow setting max distance for Model hitbox
Add TreeNode.OnActivated
Add copy/paste/clear to ResourceControlWidget
Gizmo.Instance.FirstPersonCamera returns true if user input
Validity checks when deleting physics shape from a body
Add Gizmo.Hitbox.Model
Finally sort of got somewhere... bit of a nightmare to debug this right now. Allow multiple CodeGenAttribute. Remove from ClientRpc and add some tests locally instead
Replace References with AssemblyReferences in CompilerSettings
Also make DistinctAssemblyReferences do the filtering that literally every
user of that property was doing.
Allow CanEdit("action"), expose NodeLibrary to tools packages
WIP delegate upgrader for action jigs
ActionProperty, skeleton of an action jig editor
WIP Some NodeGraph abstraction
Fleshing out action graph editing
Move a bunch of stuff in VRNative, clean up
Protocol::Network++ Complaints of CEnvCubemap invalid class index
C# prop_static, this isn't a game spawnable entity, just a way to get prop_static out of fgd
Delete VR project
Simplify MaterialSystem2 VR code, don't do any native VR setup
Initial basic managed openvr setup - just logs hmd position to console for now
Debug all tracked devices
Skeletal input data
Actions, action sets, action state, analog input data
Move native wrapper functions into VRNative class
Rename enum values
Remove unused input source strings
Hook up compositor, settings, device properties & info
Move constants
Initial tests for static call wrap