22,417 Commits over 1,614 Days - 0.58cph!
Do not allow using any public method as hammer input
New Outfit Piece - Polo Shirt
New Blue Polo shirt, LODs and skinning adjustments coming ASAP
https://files.facepunch.com/daniel/1b1311b1/Photoshop_bRnXTjWccU.jpg
Add used shader as material dependency
Fix ragdoll render bounds, fixes ragdolls getting culled when clearly still in view
Clean notice manager, prevent exception on exit
css supports universal selector
Hide constructor for ICSharpCompiler.Diagnostic
Cleanups
Warning fixes
Prop Physics can be clientside only through Hammer
New inputs for Prop
SetCollisions (1/0)
SetVisible (1/0)
SetBodyGroup (by name in modeldoc)
SetMaterialGroup (by name in modeldoc)
SetScale (float)
Delete (replaces Kill)
Added ExpandGroup.SetHeaderWidget
Added "danger" button type in tools
Let FloatProperty widget support more than 2 dp of precision
First pass of leaderboard type editor done
Get boilerplate for managed asset compile
Load texture options from meta instead of txt https://files.facepunch.com/layla/1b1311b1/sbox-dev_pVhUB9McwK.png
Don't allow animgraph override on client unless the entity is client only
Fix asset type popup shadow in wrong place
Paint the top of the GameFrame when in full screen mode
Added SceneCamera.EnablePostProcessing
Rename RenderDevice to g_pRenderDevice
Add Render.DrawSceneToTexture
Remove old RenderScene implementation
Disable initial screen clear (assuming it's not needed now)
Remove unused AllocateD3DTexture from texturedx11
Not sure what this GetBinding call was hoping to achieve
Render ScenePanel SceneViews as dependant views rather than EmbeddedViews - because they get rendered first apparently I don't even know
Create a version of CreateRenderTarget that'll only create if the passed in texture is different
Fallback MSAA if not supported when rendering scene
Bought back ScenePanel.RenderOnce, added ScenePanel.RenderNextFrame()
Fix new Texture.Create being commented out
Reduce size of default SoundscapeRadiusEntity
When leaving a soundscape, keep playing it until you're not in a soundscape anymore
Iterate on shaders as assets
Add AnimGraphDirectPlayback Time and Duration
Remapped RotateTexture90CW (Face mode) to "Alt+S"
The asset browser toggled override the command in face mode
Make HVfx be HShader, start adding shader handle from C# side
Fix perspective on ui shader
Update shaders with perspective, note that it still needs fix on the perspective matrix on c# code
Spell check documentation
Spell check documentation part 2
Spell check documentation part final
Fixed integer division in Link.cs
Converting long / double to / from string
Added MinValue / MaxValue to Float / IntProperty editors
Make PropertySheet.AddProperty() return a Widget
Leaderboard configs, typed leaderboards
WIP leaderboard type editor
Fix renderblobs in particles not receiving lighting information
Clean up some documentation
Hidden DoorEntity.ShouldPropagateState and BaseTrigger.ToggleDrawTriggers
Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile
Hammer: Fix Qt already has layout console spew with CQStylizedGroupBoxControllable
Fix null ref on new maps
Get the debug download text working again, use static dirtying this time so its safer / easier
If we're compiling shaders in fast mode lets pass some info into the shader compile hash so it'll rebuild when compiling in optimized mode
Compile shaders in -fast mode when hotloading (about 4x faster for iterating)
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }`
Move ManifestMount to Sandbox.Engine
Static ToolRender class uses the current CToolRenderContext context
Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously
Create a remote asset manifest within a map doc, save/load remote assets used within the map
Simplify mapdoc remote asset manifest, no need for all these C++ bindings
ResourceCompilerMap: parse the remote asset manifest and symlink mount any transient assets just before `CResourceCompilerMap::CollectMapDependencies`
ResourceCompilerMap: Put the transient asset manifest in the .vpk - this will serve two purposes: publishing should mount before collecitng dependencies of the map, when loading the map locally we need to fetch/mount these transient assets
Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up
Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest
Fuck around a bit with mounting transient assets before collecting assets for publishing, doesn't work properly unless the assets are registered with the asset system and that doesn't like symlinks.. yet
Small cleanup in compilemap, it's okay not to have a .meta file, remove some debug logs
Don't pop up shader log when clicking code compile notice
Quicker notice dismiss
Hide startup code compile notitfications unless there are errors (maybe this should be the default?)
Show only the top 5 compile errors
Add shader asset type and empty resource compiler for it
Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up
Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest
Fuck around a bit with mounting transient assets before collecting assets for publishing, doesn't work properly unless the assets are registered with the asset system and that doesn't like symlinks.. yet
Cleaned up shader compiling, added new notifications system
This update won't increase the speed of shader building, but it'll bring some stability and reliability to editing them.
Thew new notifications are going to annoy you - please let us know what options you want (sbox-issues/discussions)
Cleaning stuff up to ship
Reduce cssbox combos from 4000+ to 96
Make mat_reloadshaders just reload the shaders, and not try to recompile them
I think these warnings about missing texture attributes in materials are probably not needed
Fix not being able to dismiss notices until on-hovered
Better warning when couldn't bind expression
Shader output updates live
Remove unused SHADER_SOURCE_MOD, SHADER_SOURCE_ROOT paths
Remove unused SHADER_SOURCE, SHADER_SOURCE_ADDON_COMMON paths
Remove shader_watch from RuntimeGame
Fix filterless filewatch callbacks not triggering
Shader change use content.changed event
Enable InitSkinnedPositionFromCPSnapshot
Suspension properties
Steering properties
Spin properties
Remove our custom threading from mat_ compile shader commands
Don't disable IO buffering unless -progress is passed
Optimized shader builds are default again - add -fast to do unoptimized
Fix paths in Build-Shaders bat files
Compile notifications show warnings + errors https://files.facepunch.com/garry/f883608a-fde4-4787-a28c-08b4c599aeaf.mp4
In-game leaderboard UI tweaks with title / player count
https://files.facepunch.com/ziks/1b1011b1/sbox_zdvdjjzfiN.png
Add shader asset type and empty resource compiler for it
Remove old in-game dev notice since the editor has made that shit redundant
Strip out old shader notification stuff
Configurable icon, stop timer when running is false
Show compile errors
Tweak the error reporting
Show log if you click on the shader notification
Flesh out notice system
Add fps_max_inactive, replaces engine_no_focus_sleep
I want the editor to run pretty much normally when I'm using another window - but I still want it to operate at a decent frame rate.. so I've set the default to 90fps. This means that it won't be breaking its back to do 500fps when tabbed, but stuff should still operate fine.
Reload shader after compile
Re-render tool views - even if we're not the active window - because I might be editing shit and watching the window
Move shadercache folder to /.source2/shadercache so we know it can be deleted