10,450 Commits over 883 Days - 0.49cph!
Add Send Friend Request option to FriendPopup using OpenUserOverlay
https://files.facepunch.com/devultj/1b0211b1/sbox_Z86mlIhxIK.png
Added FriendPopup component for interacting with users in menu, supports viewing profiles, invites/joins https://files.facepunch.com/devultj/1b0211b1/sbox_x5OUOTrHT7.png
ModelDoc: Add custom map option to lighting mode
Grab server owner from client list, display their name instead
Disable current game title textentry if we're not the server owner
Implement rpc for every particle function
Remove particle protobufs
Remove prediction logs
hlsl_parser: strip D3D9 const defs
hlsl_parser: remove d3d9 and opengl register allocation modes, remove glsl wrappers
rendersystemvulkan: add missing debug utils check
initialize these hlsl string variables so dxc likes them
fix vulkan shader errors
vfx_vulkan: baseline compiler using dxc and spirv-reflect, no glslang shit, still using legacy d3d preprocess
Use DXC shader names MainVs, MainPs etc in vulkan pipeline
Clean up SelectionDialog + move to tool base
Select current entity / bone in entity/bone dialog
Initialize SceneCamera with a field of view
Don't return infinity from SphereCameraDistance
Lerp auto camera distance
PrefabLibrary update to _attachment and bonemerge support
Refresh entity node when model changes
Bones in the tree is bad, lets not repeat that mistake
Move SelectionWindow to own file
Can delete nodes using delete key
Attachment selection https://files.facepunch.com/garry/8ea8230f-b594-4f0a-b00c-c5f789560b35.mp4
Fix paint should no longer be called spam
Add TreeNode.Parent
Can't drag entity node onto its own descendant
Fixed FloatProperty slider not working if textarea focused
Remove line edit precision changing when focused (this is horrible ux)
Rename all the Drag Drop events to start with OnDrag
Can drag drop entity nodes to reparent
updated textures/materials
Merge branch 'master' of sbox
Parallax offset should be in the pixel input, not vertex input
Citizen: fixed CrouchWalkLow_* animations' processing prefab contents being unintentionally disabled
Merge branch 'master' of sbox
Citizen/animgraph: added standing aim matrix to RPG holdtype
Citizen/animgraph: added RPG holdtype + renamed "*_moving_* animations to "*_standing_moving_*" where appropriate
Added RPG to CitizenAnimationHelper.cs
Citizen: added set of RPG poses & attack animations
(Animgraph implementation commit pending.)
Don't create two layers of labels with `<label>my label</label>`, use SetContent when the parent is already a Label
https://files.facepunch.com/devultj/1b0111b1/NVIDIA_Share_D56rKvVnw8.png to https://files.facepunch.com/devultj/1b0111b1/NVIDIA_Share_7vvAVe4OwM.png
Improve flexibility of drag and drop system in editor
BaseItemWidget, TreeView, TreeNode support drag and drop
Allow manually networking structs via INetworkSerializer
This is useful for structs that cannot be automatically networked due to nullable types.
Make EntityTarget struct networkable
Switch ParticleSystemEntity to create effects clientside
Fixes issues for players joining a server after particles are toggled on or off and not seeing them
Handle potential NRE in BasePathNodeEntity
Fix ButtonGroup deleting its buttons + potential NRE
Added developer settings category
Use NativeRenderingWidget to render scenes to widgets rather than trying to allow any widget to do it for no reason
New Clothing Piece! - Loose Jeans
https://files.facepunch.com/daniel/1b0111b1/loose_jeans_textures.png
LODs and skinning adjustments coming ASAP.
Remove old previous frame stuff for velocity buffer, can do it better
Do TAA on hit confidence history
Skip input data if we encounter a component that no longer exists (should fix issues where client sends input for a component that the server has since deleted)
Fix LobbyAd NRE - add fallback to inform users that a lobby no longer exists
Fix remainder of debug vis on Material API shaders
Recompile blendable with debug vis support
https://i.imgur.com/KcF0ZV0.png
Revert previous frame stuff for transform velocity calculation and other unused stuff
Cleanup more bullshit on transform system
Use a proper structure on transform buffer shader
Remove all other unused and elective ExtraShaderData entries, we don't use them and they're just clogging the code
Fix blendweights and tint in extradata, remove EXTRA_SHADERDATA_FORMAT on shared shader code
Apply changes to legacy transforms too
Move particle creation and set particle control to managed global rpc
Revert 1D blend changes - it's fucked
Settings menu improvements (#770)
* ButtonGroup can hold a value and treated as a form option
* Switch Video Mode, VSync, Anti-Aliasing, Texture Filtering, and Game Language from DropDown to ButtonGroup
* Each settings page has its own Restore Default/Cancel/Save Changes button
* Fixed Save Changes button not highlighting when things are changed
* Implement Restore Default action for all settings
* Added .is-label to Glass styles, used it for settings labels
* Stage keybind changes and only applied after pressing Save Changes
Window mode setting is a button group
Remove debug log
Switch various game settings to button groups
Add glass.is-label, apply it to all settings labels
Give each page its own save/restore buttons + highlight the button when changes are made
Don't apply keybinds until save is pressed
Controller configuration buttons
Voip volume setting
Add voip volume getter to game preferences
Fill in and apply default settings
Keybinds raise onchange event
Prevent save button getting highlighted on initial reading or cancelling settings
Added way to ignore assemblies by name in hotloads
Ignore Sandbox.Tools during client / server / menu hotloads
Fixes #765
Add Model.Bones
Show bones in prefab editor tree
Documentation pass
Internalize some methods
EntityComponent.ResetComponentId
ScreenEffects.VignetteSettings.Apply
Remove pointless IEntity overrides in Entity
So that Entity can get IEntity's docs without extra work
Attempt to fix 1D blendspace not syncing properly when children aren't looping and have different playback speeds https://files.facepunch.com/layla/1b3111b1/sbox-dev_rq4MMzHzRQ.mp4
Add LineEdit.ForwardNavigationEvents
Better entity selector
Convert TraceResult fields to properties
SceneSunLight inits shadow cascades to sensible defaults
Add SceneSunLight.ShadowCascadeCount, SetShadowCascadeResolution, SetShadowCascadeDistance
Increase sun shadow max cascades from 2 to 4
Use SceneSunLight
Remove debug
ModelDoc: Copy bone merged flexes from parent
Let us control when entity spawn queue is run from c# (internally)
Move name, position, rotation, scale, tags into Keys
Make keys a dictionary
Add PrefabLibrary
Can pick through most recent blogs https://files.facepunch.com/devultj/1b3111b1/sbox_98oV9HjC2J.mp4