22,418 Commits over 1,614 Days - 0.58cph!
Create .lutignore
Simplify CompilerSetup
Strip unused
Compiler unit test
Tidy up + add ManagedInputs
Right click compile shaders, set GameResource load function as sealed
Delta values for some stuff (only send stuff that changed since last cmd)
Add shader asset type and empty resource compiler for it
Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile
Make HVfx be HShader, start adding shader handle from C# side
Fix perspective on ui shader
Iterate on shaders as assets
Get boilerplate for managed asset compile
Add used shader as material dependency
Don't use error.vfx if we are not on tools mode (Issue 415)
Don't do Shader assets on C++, it's awful
Remove TryManagedCompile
Cleanup GameResource and Resource, let GameResource handle it's loading rather than Asset, let managed core Resourced be created
Get target resource type from asset
Gameresource load doesn't need to be templated, still needs cleanup
Make CustomResource for internal managed resources that use custom decoding
And shader uses CustomResource instead of GameResource
Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed
Start work for child hlsl include files to recompile parents that use it
Add stub custom load methods for shader
ManagedResource is a better name
Remove MET shader browser, let's make it sexy using asset system and our UI
Make MET use our sexy asset picker
https://i.imgur.com/Mzzmynk.png
Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET
Make MET hints and shader select button intuitive
https://i.imgur.com/BgHsRKI.png
Revert "Remove TryManagedCompile"
This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd.
Managed resource compiles sanely
Create a managed resource of any inherited type without explicitly assigning it, start moving Shader resource to game code
Mark these as abstract, don't let children methods of GameResource override load, remove Shader from tools
Fix some sanity checks
Forgot this, pass asset name as string for now
Simplify how we load shaders, managed resource types shouldn't handle loading from cached dict at all, just have load method itself
ShaderResource in game code
Revert "Add some extra checks for file watchers"
This reverts commit 00719712d06cd2ea5f06166a561c640476dd3409.
Add some extra checks for file watchers
Use box projection mode for cubemaps
Add sky color to scene sunlight so ambient SH can be computed - this is needed for cubemaps to show up
CEnvMapSceneObject bindings
Allow CEnvMapSceneObject to calculate SH
Change some of our skybox textures to use cube array so they can be used in scene cubemaps
How'd I not see this? Deleted another use of hitbox groupid
Update TraceShapeAgainstHitboxes use in new TestHitboxesMultiple
Add tags property to CModelDocHitboxBase
Setup tags via string tokens for hitboxes, interop Hitbox.. still learning about all this, so need to go back and clean all this up later.
Send over the hitbox handle when performing traces
Don't forget to pass the tags when compiling resources
Add TraceResult.Hitbox
Delete TraceResult.HitboxIndex, it'll be useless once I've deleted the hitbox groups. CSkeletonInstance::SBox_BoneToHitbox returns the hitbox itself, used for sweeps.
Started killing off a bunch of now useless hitgroup code
Remove CSkeletonInstance.GetHitboxGroup interop
Kill hitbox index from DamageInfo, there's probably room for hitbox tag filtering in here. Also adjusted some docs for that class.
Kill some more hitgroup code, updated citizen_hitboxset prefab
Add DamageInfo.Hitbox, assign it in UsingTraceResult
Re-add C# API as obsolete (DamageInfo.HitboxIndex, DamageInfo.WithHitbox, ModelEntity.GetHitboxGroup)
Removed a couple more hitbox groupid references, set tags on HitboxSetList import
Remove all HitboxComponent HitGroup priority code
Don't need these functions
Citizen/clothing: buttoned shirt LODs
Don't need these functions
Remove all HitboxComponent HitGroup priority code
Fixed IsDown / WasDown and also Pressed / Released being swapped
Revert "Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property"
This reverts commit 6d29a14ea85614a2c91c8f670f73e5ebb30e60cf.
Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property
Fixed compile error from copy paste 🥴
Added ButtonState.Pressed and ButtonState.Released with docs
Use TypeDescription to fetch property for [ClientInput]
Add extensions for reading/writing Transform
Add Transform.Read and Transform.Write
Add support for Transform to [ClientInput]
Fix stack trace stretching the screen
Remove rubbish
Rename AddonManager to ToolAddonManager
And rename file
Clean up server addon building
Build in printing compile errors to console in CompileGroup
Fix server compiles not working
Added Leaderboard.GetHistogram()
Basic leaderboard histogram drawing
Show markers on friend scores in histogram
Documentation pass
Hidden Water.Think
Obsoleted Water.EnableShadows, EnableFog & EnableRefraction
Hidden GradientFogEntity.TickFrame, ParticleSystemEntity.OnMapCleanup, PrecipitationEntity.ClientTick
Implemented ParticleSystemEntity.SetControlPoint
Hidden SoundEventEntity.OnStartSound, OnStopSound
Made SoundEventEntity.StartSound, StopSound public
Added srcds genereated file to gitignore
Build watching compiler for changes into the compiler
Menu recompiles on changes nicer
Watch tool code for changes
Fix tool hotload only working on accident
Added Leaderboard.GetHistogram()
Basic leaderboard histogram drawing
https://files.facepunch.com/ziks/2022-10-04/sbox-dev_jf1ILIXWus.png
Show markers on friend scores in histogram
https://files.facepunch.com/ziks/2022-10-04/sbox-dev_1lIGzwZv9e.png
Documentation pass
Cookie system does backups on save, add warnings on load failure
Trying to track down an issue where all cookies get reset
Hide a bunch of internal entity methods
Do not fire BaseTrigger outputs if its disabled
Renamed TriggerMultiple.Wait to Cooldown
Strip out ToolAddon CodeFileSystem
Delete GameCompiler, seal Compiler
Citizen/clothing: buttoned shirt skinning pass
Switch compiler to not use Filesystem
Added CompileGroup, deleted CompileManager - menu works
Tool addons use CompileGroup
Removed a couple more hitbox groupid references, set tags on HitboxSetList import
Re-add C# API as obsolete (DamageInfo.HitboxIndex, DamageInfo.WithHitbox, ModelEntity.GetHitboxGroup)
Fix color picker stomping hsv sometimes
Simplify how we load shaders, managed resource types shouldn't handle loading from cached dict at all, just have load method itself
ShaderResource in game code
A working example for the VirutalScrolling ui test
Citizen: more misc. fixes
Make _metal and _trans suffixes actually work in create material from image
Fix addon editor getting squished and not scrolling
Asset Browser: use User order for cloud assets so you see your shit first
Asset Browser: can search for cloud materials
Hammer Asset Browser: double clicking a cloud material will install and set the current material to it
Add DamageInfo.Hitbox, assign it in UsingTraceResult
Kill some more hitgroup code, updated citizen_hitboxset prefab
Added ButtonState intended for use with [ClientInput]
Citizen: further updates & misc. fixes around the head & its shoulder seams
Previously updated clothing included in this commit
Documentation pass
Internalize BaseFileSystem.Watch/Watch(string), WatchEnabled
Only used internally.
Added PhysicsPoint.Transform
Added debug overlays for constraints (ent_text), clean up accessibility & docs
Refactor
Mount/compile local extensions when starting game
Undo this
Limit stored custom inputs to a maximum of 256, removing older entries as new ones are added
When generating solutions download parent addon if not available locally