22,466 Commits over 1,614 Days - 0.58cph!
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Un-obsolete Rotation.Random, fix Angles.Random
Citizen/animgraph: improved jumping feel by making the body & legs lean towards the landing direction
This exploits the system used to partially reflect your input while airborne, but it now *reverses it* once the initial jump impulse is over. https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2021-51-46.mp4
Remove m_flVrChaperoneAreaRadius
Lets get CCameraRenderer in its own file
Strip unused fog convars
Add SteamInput manifest file for deck
At the moment, all it does is make the right trackpad work
vpc, include in vphysics2
wrap v32, conflicts with mathlib
Fix scene map lights not setting light up vec for directionals, needed for mixed shadows to work properly. Enable mixed shadows on all lights for now
Fix map not using provided map loader
FFT and Waves texture generation boilerplate
Cleanup fluid simulation, first vorticity step, can be inferred by divergence
Clean up skybox rendering parameters into a struct, delete fogplayerparams_t
VR: apply mouse scroll with correct direction, only apply if this panel is focused
Safety attempt regarding CMeshSystem::ChangeModel and GetRayTracingEnvironment
Add Entity.IsPawn
Fixes sboxgame/issues/issues/3927
Stats.GetPlayerStats uses steamid parameter
Fixes sboxgame/issues/issues/3766
When rendering a ClientDll scene, call into SBOX_Compat_ClientPreRender to set viewentity and tick CRenderGameSystem
Menu GameGroup inner div takes pointer events, so that the gaps between cards don't affect scrolling
Remove SceneFogParams_t, GameLoop::AddViewsToSceneSystem
Map loader & Map collision
Set up the PVS manually for spawngrouped maps - cuz they don't use our managed path
Fixed invalid grouping of members in rich presence, need to find out why the server's SteamID can become this
Make gamepad input poll properly in GameMenu
Game.AssertClientOrMenu includes GameMenu, fix Input.GetGlyph not working in GameMenu
Don't link channelrenderer in resourcecompiler, it doesn't exist anymore
Run ServerConfig.UpdateFromPackage after ServerInformation gets set, fixes bind collection failing to load in GameMenu
Remove unneeded rich presence setter
Run RichPresenceSystem.Tick in GameMenuDll instead, fixes presence being incorrect while in a game's menu
Young and Old Skin adjustments
Body groups no longer affect hitboxes / hitbox sets
Should fix sboxgame/issues/issues/2922
Remove native assetbrowser and replace all instances with our own asset picker ( orgs/sboxgame/discussions/3940 )
Restore AssetBrowser property attribute editor
Be more careful about finding active packages
Takes into account full / menu packages, fixes sboxgame/issues#3886
Delete vmpi completely, hastily removed from vrad2 (should be replaced with vrad3 really)
Scifi Helmet adjustments and LODs
Hotload test for dictionary enumeration order (sboxgame/issues#3391)
Use sorted dictionaries for network tables, component lists
Fixes sboxgame/issues#3391
Hotload: Support sorted dictionaries in DictionaryUpgrader
Update Microsoft.CodeAnalysis.CSharp 4.6.0 -> 4.7.0
Allow C# ref returns
Merge branch 'master' into oog-rendering
Move worldrenderer into engine2
Fix missed commits
Restore these methods for now
These calls to UpdateObjectsForRendering are required for client/server to spawn the map sceneobjects in
ComputeInfoForAdapter once per adapter
Fix editor startup error when game loads faster than menu (cherry pick me)
Fix managed calls to UpdateObjectsForRendering wrong lods
Update Microsoft.CodeAnalysis.CSharp 4.6.0 -> 4.7.0
Allow C# ref returns
Hotload test for dictionary enumeration order (sboxgame/issues#3391)
Use sorted dictionaries for network tables, component lists
Fixes sboxgame/issues#3391
Hotload: Support sorted dictionaries in DictionaryUpgrader
Scifi Helmet adjustments and LODs
Hotload test for dictionary enumeration order (sboxgame/issues#3391)
Use sorted dictionaries for network tables, component lists
Fixes sboxgame/issues#3391
Hotload test for dictionary enumeration order (#3391)
Use sorted dictionaries for network tables, component lists
Fixes #3391
Compatibility - legacy MouseWheel has setter, add obsolete TryScroll( float )
Delete vmpi completely, hastily removed from vrad2 (should be replaced with vrad3 really)
SceneWorld manages its PVS
Old MouseWheel should be float not vector2
Make mouse wheel a Vector2, implement initial horizontal mouse wheel support for UI
MouseWheel -> MouseScroll, obsolete old
Ignore scroll if it's not moving in the same direction that the panel overflows in
e.g. stops us interfering with vertical scrolls on horizontally
scrolling panels:
https://files.facepunch.com/alexguthrie/1b3011b1/sbox-dev_12znz25nJC.mp4
Invert scroll X axis
Update some more places where I forgot to change MouseWheel to MouseScroll, obsolete `Input.MouseWheel` and `InputData.MouseWheel`
WorldInput uses Vector2 for scroll
Pass keyboard modifiers to mouse wheel event, and interpret mouse scrolls as horizontal if shift key is held
Invert scroll value for emulated horizontal scroll (scrolling down should scroll to the right)
Invert scroll value for emulated horizontal scroll (scrolling down should scroll to the right)
Map has SceneMap and loads physics, Entities loaded from MapLoader
Add SceneMapLoader, only loader we can have right now without an entity system
Map uses physics world of loader, don't load physics if it's not provided
CRenderingWorldSession is too full of shit, new class called CCameraRenderer, move what we need
Remove render pipeline logic from client.dll, just grab them in CRenderingWorldSession instead
Wrap CRenderingWorldSession in a c# object with gc, each SceneCamera gets one
fill in the rest of placeholder CViewSetup
Be more careful about finding active packages
Takes into account full / menu packages, fixes sboxgame/issues#3886
Restore AssetBrowser property attribute editor
Delete RippleCompute, add Fluid Simulator
Iterate on fluid simulation, divergence needs to be 2D
Iterate simulation
Map fluid simulation properly to water shader
Advect UV and dye on fluid simulator, add blend to water
Don't bind voxel visibility, not much use in managed, just setup vis on world ref
Remove native assetbrowser and replace all instances with our own asset picker ( orgs/sboxgame/discussions/3940 )
Make QAssetSelectionWidget and QEmbeddedAssetPicker selection work again
Make callbacks/listeners work again on QEmbeddedAssetPicker
Push/Pull buttons fuck off
Pass custom menu to embedded preview picker
Pass keyboard modifiers to mouse wheel event, and interpret mouse scrolls as horizontal if shift key is held
helpsystem link toolutils2
Fix CQModelPickerWidget leaking picker
Invert scroll X axis
Update some more places where I forgot to change MouseWheel to MouseScroll, obsolete `Input.MouseWheel` and `InputData.MouseWheel`
WorldInput uses Vector2 for scroll
Fix all the menus to use CQAssetMenuHelper
Ignore scroll if it's not moving in the same direction that the panel overflows in
e.g. stops us interfering with vertical scrolls on horizontally
scrolling panels:
https://files.facepunch.com/alexguthrie/1b3011b1/sbox-dev_12znz25nJC.mp4
MouseWheel -> MouseScroll, obsolete old
propertyeditor dependency for toolframework2
Cleanup asset picker names now that we don't have 2 paths