22,418 Commits over 1,614 Days - 0.58cph!
Fix typo causing var property to not be hidden
Add ConVar flags
Remove dead code
Route console commands from engine to managed
No need to register convars with engine, we are the owner now
Strip command buffer running, aliasing
Store native console commands, everything works again
Native console command help etc
print variable value when no arguments
Move "find" to c#, add ConvarFlags.Hidden
Autocomplete is all c#
Remove IConfigurationSystem
Remove CommandTarget_t, InputCommandSource_t
Don't need these hacks to create SceneNetworkSystem anymore
Remove more unused convar code
Replicated convars stringtable
Capture native convars more reliably, without having to query
Userdata convars
Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected
Remove FCVAR_DEVELOPMENTONLY
Remove FCVAR_GAMEDLL
Remove CCommandBuffer
Remove FCVAR_RELEASE
WrapepdPropertySet provides a Getter, to get the current value
Include all attributes with wrapped properties, no just the codegen attributes
ConvarSystem.SetValue always takes a string value instead of object
Only set native convar if value is different
Move sv_cheats to game code, so it gets codegen
Always register sbox.game assembly with convar system
Only set managed convar value if value changed
Placeholder to return replicated values for convar
Call ConVarSystem.OnConVarChanged when managed convar changes
Native convars call OnConVarChanged
Rename ConvarFlags to ConVarFlags
Remove dead code
Delete ivr.h, remove g_pVr (none if this is used anymore.. right?)
Fix CodeGen attribute blunder
Fix unit tests getting the wrong envrionment var (not sure what changed)
Rename ConVar to ConVarAttribute, ConCmdAttribute
Convar changed event
Update replicated convar string table entry when it changes, if we're the host
Clients use replicated vars table instead of accessing the value from the convar
Update Facepunch.ActionGraphs to 1.8.56
* Fix ignoring _type property of method nodes with target input
* More robust method binding for generic types
Convar changed event
Update replicated convar string table entry when it changes, if we're the host
Clients use replicated vars table instead of accessing the value from the convar
Fix CodeGen attribute blunder
Fix unit tests getting the wrong envrionment var (not sure what changed)
Rename ConVar to ConVarAttribute, ConCmdAttribute
Remove dead code
Delete ivr.h, remove g_pVr (none if this is used anymore.. right?)
Remove FCVAR_RELEASE
WrapepdPropertySet provides a Getter, to get the current value
Include all attributes with wrapped properties, no just the codegen attributes
ConvarSystem.SetValue always takes a string value instead of object
Only set native convar if value is different
Move sv_cheats to game code, so it gets codegen
Always register sbox.game assembly with convar system
Only set managed convar value if value changed
Placeholder to return replicated values for convar
Call ConVarSystem.OnConVarChanged when managed convar changes
Native convars call OnConVarChanged
Rename ConvarFlags to ConVarFlags
Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
Remove ToolsVis() MODES from all shaders 🙏🏻
Remove ToolsWireframe and ToolsVis from shadergraph template
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
Add EnvironmentMap class for EnvMap.hlsl, allows you to fetch contribution of all environment map lighting, fixes CubemapReflections toolsvis, move stuff out of lighting.fxc
Init ToolsVis color to gray if mode is not supported, same behaviour as before
Remove vr_tools_vis.fxc, have it all in ToolsVis.hlsl as a class, remove all dangling S_MODE_TOOLS_VIS combos
ToolsVis for Material lives in ShadingModel, custom shadingmodels implement their own
Rest of shaders that do custom toolsvis behavior with new api
Remove any #if S_MODE_TOOLS_VIS, makes it able to slide smoothly into new system
Let toolsvis combo live where it was before (we're removing it right after) and remove S_MODE_TOOLS_VIS reference on spritecard, baked light vis on shadingmodel
Added a quicker and easier way to create variables within ActionGraph (instead of needing to right click on a plug)
https://files.facepunch.com/CarsonKompon/2025/January/07_15-40-InstructiveUnicorn.png
Remove this check not allowing setting initial texture data for volume texture with mips, it should be allowed
Remove FCVAR_DEVELOPMENTONLY
Remove FCVAR_GAMEDLL
Remove CCommandBuffer
MapInstance doesn't load networked hammer gameobjects on clients as they'll be in the snapshot
Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
* Fixes #1756
Fix Soundscape Stings not working. Resolves Facepunch/sbox-issues#7324
Added ability to target a mixer on Soundscape Component. Resolves Facepunch/sbox-issues#7323
Don't need these hacks to create SceneNetworkSystem anymore
Remove more unused convar code
Replicated convars stringtable
Capture native convars more reliably, without having to query
Remove IConfigurationSystem
Remove CommandTarget_t, InputCommandSource_t
Explicitly serialize & deserialize null values (#1759)
ToolRenderLayer shouldn't force Forward mode as it disables face selection and other crap
Hammer wireframe is just normal render pipeline wireframe now instead of all the special case layer stuff
Native console command help etc
print variable value when no arguments
Move "find" to c#, add ConvarFlags.Hidden
Fix missing standalone files
sbox-issues/issues/7241
Hook up IPressable.Release
Fix CI menu build for PRs
Analogue to 80a508a419578851e644fce2fa43da3debd48d9c
Merge branch 'master' into serialize-null-fields-and-props
Fix CI menu build for PRs
Analogue to 80a508a419578851e644fce2fa43da3debd48d9c
Hook up IPressable.Release
Fix missing standalone files
sbox-issues/issues/7241
Explicitly serialize & deserialize null values
Add ConVar flags
Remove dead code
Route console commands from engine to managed
No need to register convars with engine, we are the owner now
Strip command buffer running, aliasing
Store native console commands, everything works again
Doh lets always subscribe Terrain OnTransformChanged
Always prefer explicitly set hostname for server name when running a dedicated server
citizen_human_male_REF file
Move some input code from Sandbox.System to Sandbox.Engine and hope it doesn't break menu now
ci build-menu uses new path
Fix incorrect docs in Vector3Int
MenuBuild uses ToolAppSystem so everything is set correctly like Application.IsHeadless which was likely stopping it from compiling new menu dlls
Shadergraph: Output texture attributes for LightSim_DiffuseAlbedoTexture, RepresentativeTexture using first occurring texture result from albedo input
Add subtle alternating background color to each row in Input Settings. Resolves Facepunch/sbox-issues#7328
Prevent Input Settings in Project Settings from scrolling back to the top when adding/removing a new Input. Resolves Facepunch/sbox-issues#7329
The LineEdit in PathWidget now stretches so it can be clicked anywhere. Resolves Facepunch/sbox-issues#7246
https://files.facepunch.com/CarsonKompon/2025/January/06_12-37-LividArcherfish.mp4
Add GetFirstTextureParam() to get first declared texture from shader, used to fetch the convoluted RepresentativeTexture/LightSim_DiffuseAlbedoTexture attributes without explicit declaration
Allow material representative texture for VRAD be infered by the first texture parameter on shader if DiffuseAlbedoTexture is not set, allows to clean up all this material api & lets shadergraph shaders be rendered properly on vrad
https://files.facepunch.com/sampavlovic/1b0611b1/aocrkIAnQN.png
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Hammer Wireframe Overlay: white wireframe color works again
Wireframe mode is white in game/scene again, fix depth test being disabled in scene, also bind expected lighting constants
Fix invalid depth comparison sampling on well known 16 bit textures by targeting D16 and sampleable flags, these textures are used in place of the shadow depth buffer when shadows are disabled
Update Facepunch.ActionGraphs to 1.9
* Fix graph compilation times
* Compiled graphs avoid allocations where possible
* Compiled graph performance is now much closer to C#
* Cleaner node definition API
* Groundwork for new features #1667
Fix scene.ref nodes in prefabs referencing stuff in containing scene
Fixes #1756
Port c++ navlink implementation to c#
Make agents aware of when they are traversing a link
Allows users to handle link traversal (e.g. by playing an animation)
ModelDoc: Add a wizard to keep all bones