20,764 Commits over 1,522 Days - 0.57cph!
Revert "If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )"
This reverts commit 3d84d6b56d8d948c5212e13e69ab82a2fc4af264.
Fixed shipping source to all the citizen clothes unnecessarily
PhysicsSpring.Maximum defaults to float max
If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )
Fix Depth::GetLinear and add Depth::Linearize
[pick] Fix Depth::GetLinear and add Depth::Linearize
fix DepthMinMax on ortho projections, fixes tiled lights on ortho projections
https://files.facepunch.com/sampavlovic/1b3011b1/ZiyxdtwHc1.png
Fix ortho projection for CalculateScreenTiles
Get underlying type for nullable handle config
Add handle configs for Resource, Rotation
Add name, icon to scene.ref / resource.ref nodes
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_ANMFj2w5Em.png
Mark scene as changed when action graph is edited
Rebase fixes
Use ContextMenu
Initial
Assets have colors - these all suck right now, will go back through and pick some less sucky colours later
Preview tweaks
Search widget
Asset popup, will turn this into something more tooltip-oriented later
Split left / split right
Chips from tags
Tweak styling, move current project to top of asset locations list
Implement chip tag filtering
Initial cloud browser, separate from asset browser
Initial tabbed asset picker w/ both local and cloud assets
Cloud asset tweaks (#1666)
(.sbox folder, version-pinning fixes, manual update flow, searchpath prio fix)
Expose physics substeps control to scene inspector, resolves Facepunch/sbox-issues#6480
Human: added constraints on biceps that makes the lower part of arms subtly rotate away as the arms bend, similar to what happens with legs + various misc. things (anims, fixes...)
https://files.facepunch.com/maxlebled/1b3011b1/elbows.mp4
Tweak build script to make sure everything uses Release mode
Mark texture getters as pure
Use new icon style for resource.ref nodes too
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_OP78bw1BAw.png
Don't use MapStartupScene when loading a Scene Map, we can load it directly
WIP game object thumbnails in graphs
Refresh object thumbs when scene saved
Node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_6XFZEVyCvd.mp4
More scene.ref node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/HZYdyW9buu.png
Frame scene ref target on double-click
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_Fb3jaAbxNS.mp4
Fix case where graphs embedded in scenes wouldn't save
Fix warning breaking build
prop_physics from maps are fully networked
We don't need to load the scene on the joining client
Add Application.ClearGame
Add Application.MapPackage
Refactoring
Refactor
Add SceneNode to more easily check if we're the owner of a GameObject
Add achievement/stats apis for maps
Fix NRE in ToClipboardString
Expose more stats/achievements stuff to ag
Tweak graph saving logic, warn if no editor session found
WIP frame scene ref target on double-click
More scene.ref node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/HZYdyW9buu.png
WIP game object thumbnails in graphs
Refresh object thumbs when scene saved
Node icon tweaks
https://files.facepunch.com/ziks/2024-09-30/sbox-dev_6XFZEVyCvd.mp4
Expose GameObject.PlaySound, StopAllSounds to ActionGraph
Set up things to use worldSpaceNear to fix orthographic rendering with tiled rendering, use depth min/max for building tiled frustums
https://imgur.com/a/tybd5Dv
WIP game object thumbnails in graphs
Refresh object thumbs when scene saved
Show cubemap complexity on tiled debug vis as well
https://files.facepunch.com/sampavlovic/1b2911b1/HM0UBknyYv.png
Human: lots of updates, see commit comment
• 2 walk animations & default idle poses
• Same prefab changes as Citizen
• Now accounting for limbs being slightly twisted in bindPose unlike Citizen — this 'unbiases' the constraints so there's practically no change in the resting pose
• Added constraints that slightly pivot leg_upper_X_twist1 upwards as the leg bends; this makes the lower part of thighs 'bulge up' a bit, which complements the "poor man's RBF" kneecap constraints, and improves the look at extreme bend angles (crouching, etc.)
Delete old human male.vmdl
Citizen: renamed movement process prefabs for consistency, merged neck_clothing into animconstraintlist
Remove ShowPredictionErrors and EntityIO from debug menu, these aren't used anymore. Add ShowPhysicsDebug there instead so it can be toggled in scene view, not suitable to put it in viewport settings
Skip empty files in upload wizard, resolves Facepunch/sbox-issues#6167
If Graphics.RenderTarget is not overriden, let it return the actual output rendertarget so you can fetch MSAA textures without copy ( you're going to shoot your own balls using this if you dont know what you're doing )
Tiled Frustums
Start moving tiled_light_culling to use frusta
Iterate frustum tiled culling
Near/far tiled frustum planes
Very simple ConeIntersect and AABBIntersect
Add SoundHandle.FollowParent, LocalTransform, ClearParent
Add SoundHandle.SetParent( GameObject )
Add GameObject.PlaySound, GameObject.StopAllSounds
Don't need to run sound Occlusion tests every frame
Fix infinite loop in OnDirty, set dirty to false last
Add LocalTransform accessors
Switch everything to use LocalTransform, LocalPosition, LocalRotation, LocalScale
UI shaders accept D_NO_ZTEST
Refresh editor handles on hotload
Gizmo.Draw.WorldText obeys IgnoreDepth
[EditorHandle] can be a material icon or emoji https://files.facepunch.com/80a96818-668f-4562-9ef6-3311aaa49ba7.png
Add Tags to DamageInfo
Add Component.IPressable
Add GetComponent , AdComponent etc
Fix OrganizationModal NRE
Fixed Friends List Modal CSS. Resolves Facepunch/sbox-issues#6525
Get rid of cloud browser chips, move facets next to search bar
Remove DropDown widget I added and roll facet dropdown into its own widget, simpler
Initial tabbed asset picker w/ both local and cloud assets
https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_WENJnEwfYb.png
Facet dropdown cleanup
Only select 1 entry per facet, display selected name and icon in dropdown
https://files.facepunch.com/alexguthrie/1b2711b1/sbox-dev_AueEMTPu9O.png
Update these to check the new cloud path
Logging non vs versioned idents as a conflicting version is dramatic and actually I don't care, we'll use the versioned one anyway
Replace .source2/ with .sbox/
Revert "Redownload package manifests if they're dodgy instead of breaking a download"
This reverts commit 4ea8058ad72c4c3a9c9d2c29e0c76f78d1a9edcc.
Make sure we've got the right package version installed, update if not
Bin global tools package cache, replace with per-project store
Redownload package manifests if they're dodgy instead of breaking a download
Fix pinned version # getting dropped when installing package
Prevent trying to install different versions of the same package
Add manual cloud asset updating
Update asset package refs when updating dependency, fix when broken (yuck)
Basic 'in project' filter for installed cloud assets, show as asset location
Check revision matches when we're checking for an installed package at a specific #
Don't redownload a package we've already got installed
Catch possible NRE
This isn't needed anymore
Add .source2/ to gitignore template
If package is on disk just use asset directly when dragging into scene
Update existing refs in GameResources when updating package
Normal GameResource processor uses versioned idents too
Consistently sort reference lists alphabetically so diffs aren't so mental to read
Only update references inside project assets folder
Avoid walking into a LoadResource exception, we don't really care that much
Differentiate between persistent and preview contexts when fetching cloud assets, only update references for persistent installs
Show remote/latest version info, incl version id, in PackagePopup
Fixed Facepunch/sbox-issues#6518
Fixed Facepunch/sbox-issues#6517