16,823 Commits over 1,277 Days - 0.55cph!
Motion blur post-processing component
Color adjustments post-processing component (saturation, hue rotate, brightness, contrast)
Blur post-processing component
Adjust new post-process component orders
Remove unused attributes & clean up post-processing shaders
Remove ManagedSceneObject/SceneCustomObject, only causes problems now, use DynamicSceneObject if you use it
Fix transforms on dynamicsceneobject
Move VertexSceneObject to use SceneDynamicObject, upload queue to GPU when it wants a new instance
Pass per transform index data to SboxVertex_t, I still don't like how this is not easily templateable though
Terrain: Import heightmaps PNG 8bit :( or RAW 8 or 16 bit
Delete deprecated anim nodes
Delete unused network related functions
Map Instance additions
Soundscape box/ radius (local for the moment)
Gradient Fog
Prop scaling
Delete IsNetworkAuthority
Delete anim node network mode
Delete PropagateNetworkMode
IsNetworkAuthority always true until I remove this
Start removing networking from animgraph (BindNetworkedVars, BindNetworkVariables, BindNetworkedParameters)
Use TextAreaAttribute for TextRenderer
Terrain.RayIntersects transforms ray into local space
Move brush list out of component editor, popup menu on brush preview
Terrain: transform local normal by terrain world transform
Editor tools can use SkiaSharp
ActionGraph: Fixed nodes calling methods returning Task<T>
Enable laughter detection on lipsync, add laughter score property
Add Material.RepresentativeTexture, some tools want to know the main color texture of a material
Get rid of this, I hate it actually, should have a better way
Codegen Engine assemblies (#1438)
Remove unused codegen units
Update CodeGen.Targets
Don't report shutdown exceptions (proper)
New native sentry dsn so we don't get entity branch errors
Fix CodeGen attributes missing in CodeGen
Updated DecalRenderer to use MakeDirty
Fix decals being recreated every frame, scale properly with transform, light origin is projection point
Use MakeDirty in a bunch of places, now we can
Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network.
Set map physics shapes collider to map collider component so they get collision events
Fix collider overriding shape surface with default surface when model has already set it
PhysicsShape.SurfaceMaterial updates the cached surface so it doesn't get into a situation where native and managed surface is out of sync
Play impact sound from the impact surface, not the shape surface (they can be different on meshes!)
Initialize native physics shape material to default so there's always a valid surface
Initialize material.. but properly this time
Fix BoxCollider not positioning properly
Fix BoxCollider not positioning correctly
Fix Sphere Collider fuck up
Fix GameObject.Clone not setting parent
Merge branch 'master' into stylesheet-stringtable
.scss and .prefab both valid small network files
Open + GetDependants from rect
Fix GameObject.Clone not setting parent
Fix BoxCollider not positioning properly
Fix BoxCollider not positioning correctly
Fix Sphere Collider fuck up
Initialize material.. but properly this time
Fix collider overriding shape surface with default surface when model has already set it
PhysicsShape.SurfaceMaterial updates the cached surface so it doesn't get into a situation where native and managed surface is out of sync
Play impact sound from the impact surface, not the shape surface (they can be different on meshes!)
Initialize native physics shape material to default so there's always a valid surface
Set map physics shapes collider to map collider component so they get collision events
Clean up Active material panel
Short cuts for grid
better focusing
context menu
preview plane sized to material size
Do grid and material in a less stupid way
Remove CreateWrappedMethod bs. Have VoiceComponent use [Broadcast] now. Remove manual RPC stuff from GameObject.Network.
Use MakeDirty in a bunch of places, now we can
Fix decals being recreated every frame, scale properly with transform, light origin is projection point
Fix CodeGen attributes missing in CodeGen
Updated DecalRenderer to use MakeDirty
Remove unused using statement
Active Material window
Material Reference > Active Material
Scaling preview better
Center better
Grid toggle + size, Preview
Temp properties
New native sentry dsn so we don't get entity branch errors
Don't report shutdown exceptions (proper)
Remove unused codegen units
Update CodeGen.Targets
Codegen Engine assemblies (#1438)
Tweak, generated files go in obj/.generated - which is better because a lot of the time find already ignores obj folder
Add CodeGen.Targets
Added CodeGen project
Codegen processes whole project, copies to .generated
Don't compile CodeGen.exe into root
Fix warnings in generated code
Translate view based on zoom factor
Layout and some functionality
Get rid of this, I hate it actually, should have a better way
Add Material.RepresentativeTexture, some tools want to know the main color texture of a material