22,418 Commits over 1,614 Days - 0.58cph!
Citizen: LOD0/1 don't compress tangents/texcoords anymore, fixing shading seams
Fix crashes when trying to set an animgraph on a model with no bones (still allowed because they may have morphs)
Fix CAsset::RequireInstanceInfo error
This was happening because when updating the splashscreen we spin, which also runs async tasks. One of the tasks loaded a dll, which initialized all the statics. The post process materials were loaded here. The problem was that this was happening before the asset system was initialized, so it all shit itself. Now it spins the UI but shouldn't run async tasks.
Don't overflow the Embed network table with too many small files - maybe this should be limited to html, css only?
Make base compiler part of ServerContext.CompileGroup in non tools mode too so local games successfully compile
Fix uploading addons that target games using legacy uploaded assembly path
Make our access tests work with new uploaded assembly path
New Outfit Piece! - Flatcap Hat
https://files.facepunch.com/daniel/1b2611b1/Photoshop_SK6YieyB9t.jpg
LODs coming soon.
Project references normalize and encode properly for XML in SolutionGenerator so Visual Studio doesn't cry when seeing an &
Print compile errors when no tools mode
Fixed extensions not working
Addons + Razor + New Menu sbox-issues/discussions/2438
Fixed "fire once" or OutputConnection.TimesToFire not doing anything
Asset browser addon icons reflect their type
Change addon grouping in AddonSwitcher
Addons are grouped by Active AND Type. Groups can also be collapsed now.
Merge branch 'master' into tier2addons
Fixed "fire once" or OutputConnection.TimesToFire not doing anything
Asset browser addon icons reflect their type
Change addon grouping in AddonSwitcher
Addons are grouped by Active AND Type. Groups can also be collapsed now.
Add some more special cases for GetShaderFullPath ( Replacement shaders and tools shaders)
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity.
New Outfit Piece! - Fedora..
https://files.facepunch.com/daniel/1b2611b1/sbox-dev_a3Ipo4jVY4.png
Fedoras... are awesome. LODs coming asap.
Merge branch 'master' into tier2addons
Fix package settings being squashed
Move GameFriend logic
Add Global.IsServerHost
Can change map if server host
Add friend count back
CurrentGame screen to razor, pass server title to client/menu
Fix project reference for tools addons on toolbase -> tools
Make the project folders match with titlecase
A bit more Addon -> Project
Fix tool addons not working from referencing wrong toolbase
Simplify error list, make it work again
Remove console spam on compile error
Remove debug api logging
Remove CascadingParameters logging
Add FixupShaderName to handle legacy materials that don't have the shader name that's up to date
Load shaders from absolute path
Move UI shaders to shaders/ui/ folder rather than root
New Outfit Piece! - Fedora..
https://files.facepunch.com/daniel/1b2611b1/sbox-dev_a3Ipo4jVY4.png
Fedoras... are awesome. LODs coming asap.
Suppress initial build notifications
Wait for the game compile to finish before opening editor
Bind.PropertyProxy supports static properties
Add PropertySheet.AddStaticProperty
Add Utility.PlayRawSound( string file )
Add notification preferences
https://files.facepunch.com/garry/e634e5c8-6be6-449e-a3ad-c73e86f08d34.png
Compile notifications are grouped by compile group, swallow old notification, don't show warnings
BaseFileSystem.GetFullPath quick return if it contains ":"
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity.
Merge branch 'master' into custom-client-input
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity.
Try to get scene object from trace
Remove unused tool scene widget def
Bind ray trace environment and add a simple API for it
Remove slow tracing function, no longer needed
Palette value updated on clicking a swatch, bind it to the color picker
Open color picker as a window
Fix content blocks getting wrong sibling index
Actually destroy and recreate the rootblock when clearing a RenderTreeBuilder - that way we know we've definitely got a clean start
Refactor RenderTreeBuilder, clean up api (because we won't be able to once we ship)
Add Application.CursorPosition setter for mouse capturing
Bind QTimer so we can use it to unblock drag and drop operations (ideally we'd fix this properly in a Qt fork)
Add temp trace function to trace scene objects until we use ray tracing environments
Initial scene editor
New Outfit Piece! - Nerdy Glasses
Some nerdy glasses, LODs coming ASAP.
Small adjustment to Nerdy Glasses asset
Preload post processing pass materials, should fix nvidia crash when using post processing
Allow sending compiled shaders to clients
Fixed custom game resources sometimes resetting to default values
This would happen if you open an asset that references other assets.
Keep better separation of game resources between realms
This affects editor/menu assets. Basically custom assets in tools are now stored under "Menu" container, not "None". This fixes menu compiled types trying to be used on the server/client, which would throw errors.
Fixed editing assets while in-game resetting child assets to defaults
Fixed editing custom game resources while the gamemode they are from is running causing any referenced assets (such as List<MyCustomChildGameResource>) to reset to default values on client and server.
Merge branch 'master' into custom-client-input
New Outfit Piece! - Nerdy Glasses
Some nerdy glasses, LODs coming ASAP.
Small adjustment to Nerdy Glasses asset
Preload post processing pass materials, should fix nvidia crash when using post processing
Allow sending compiled shaders to clients
Fixed custom game resources sometimes resetting to default values
This would happen if you open an asset that references other assets.
Keep better separation of game resources between realms
This affects editor/menu assets. Basically custom assets in tools are now stored under "Menu" container, not "None". This fixes menu compiled types trying to be used on the server/client, which would throw errors.
Fixed editing assets while in-game resetting child assets to defaults
Fixed editing custom game resources while the gamemode they are from is running causing any referenced assets (such as List<MyCustomChildGameResource>) to reset to default values on client and server.
Merge branch 'master' into tier2addons
Fix up leaderboards enough to be getting on with
Fixed custom game resources sometimes resetting to default values
This would happen if you open an asset that references other assets.
Keep better separation of game resources between realms
This affects editor/menu assets. Basically custom assets in tools are now stored under "Menu" container, not "None". This fixes menu compiled types trying to be used on the server/client, which would throw errors.
Fixed editing assets while in-game resetting child assets to defaults
Fixed editing custom game resources while the gamemode they are from is running causing any referenced assets (such as List<MyCustomChildGameResource>) to reset to default values on client and server.
Removing Package GetHashCode, Equals overrides - they mess with testing the difference between partial and full package info
Game screenshots
Cleanup popup
Allow sending compiled shaders to clients
Generate unique filenames for razor source
Navigator handles partial urls with params
Restored server list functionality
Remove save option from project manager
Fixed old template binds not working
Rename Extensions to Addons in lobby
Make GetPanelAt simpler, handle pointer-events properly
Lobby map cleanup
Add ResourcePaths back (we'll do a better job of explaining what this is soon)
Preload post processing pass materials, should fix nvidia crash when using post processing
Small adjustment to Nerdy Glasses asset
New Outfit Piece! - Nerdy Glasses
Some nerdy glasses, LODs coming ASAP.