20,904 Commits over 1,522 Days - 0.57cph!
TypeLibrary initialize optimizations (5x faster)
Made ReflectionCache redundant, deleted
Fix reverb bake using an incorrect source count
Remove any other references to a 2D transformation buffer, make transformations use CUtlMemory for cleaner memory lifetime
Further refactoring
Log manager takes node location instead of node id so clicking a log always takes us to the correct place
Show the top level widget of current visualization even if the current entry view rect is invalid, should stop all flickering when going to different node locations
Finish up probe batch serialization
Probe reading, corruption checking/testing, prevent old steam audio files from loading probes
Bake reverb to the new format now
Probe settings, better distinction between pathing & reverb
Improve file validation & change header format slightly for futureproofing
Baked format versioning, reverb settings. Bump up baked settings from 8096 rays to
32768 as a default
Fixed possible exception in ToTitleCase()
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again
Merge branch 'master' of github.com:Facepunch/sbox
Merge branch 'master' of sbox
Fixed MinMaxAttribute not working in Hammer
Fix static/dynamic colors not working on [EditorModel] ( This is only used for light modes, weird fucking place? )
No point in having EnvironmentLightEntity derive from ModelEntity
Hammer property titles once again generate with spaces
[HideInEditor] works on asset properties
Give [GameResource] a default question_mark icon so it's not null by default (also fix DrawMaterialIcon shitting the bed with null)
Fix classes with [Net] malfunctioning if they have child classes
Add TypeLibrary.FindStaticMethods
Add PropertyDescription
Fix MenuAttribute
Support copying graphemes outside TextEntry too
Improve console text selection
Improve behaviour of label selection if drag rect is negative size
Add GameResource to Recent opened list when saving in inspector
Add GameResourceEditor
Fix Replicated ConVar's not replicating locally
Fixed certain types being displayed as structs in Inspector
Namely double and int64
Fixed non public methods not working as Hammer inputs
Trim all the unused addon stuff out of IApplication etc
Fix error in JsonSerializerOptionsUpgrader on hotload
Don't give alternate flags when querying DX11 display mode list
Fix crash when registering the minidump handler due to addon stuff being removed
Fixed verbose hotload log formatting
Improve tonemap controller preview in Hammer
Pain day 3 for game template
Network Client.IsUsingVR
New Outfit Piece! - Summer Shorts
New outfit for a hot day out for terry, as well as some needed adjustments to the leather gloves skinning and rigging.
Summer shorts also have LODs.
https://files.facepunch.com/daniel/1b2411b1/Photoshop_4cUauBlWsq.jpg
Make [UseTemplate] work properly on consolidated builds (used for s&works) - instead of the generator trying to guess root directories feed it a map of physical paths -> virtual paths for all the cs files
Fixed MinMaxAttribute using min as max in Hammer
Display( Description = .. to Description( .. in engine
Merge in drawhud
Draw2D.TextSize returns a Rect
Vector3.ToScreen can take a ScreenSize, returns nullable Vector2
Citizen/animgraph: second draft of big weapon branch refactor
intercom
pallet - tweaks
fixed broken normal map on pallet
Revert changes to SetupPhysicsFromUnscaledModel - Some users have been reporting overlap tests etc sometimes failing. This change was to fix slow downs when loading maps with triggers covering the map, the fixes were only needed on the trigger entity, not native code
Remove vconsole tools we're definitely never gonna use
.. and some more
Fix clothes showing in wardrobe multiple times
Add morph inheriting for in game models
Mouse wheel zoom in and out of face on avatar dresser
LOD override dropdown
Add sbox_feature_inheritlods
Update material icons
Balaclava LOD fixes
Fixes to Lods so no longer clipping in the head model!
Add clear context menu to asset property
Add DressSceneObject to ClothingContainer, to condense code repetition
SceneObject can replace materials based on attribute value
Clothing has EyeMaterial
Add gown clothing item
Add replacement attribute to citizen skin/eyes
Fix skins to use new system
Allow right click > open in editor for asset properties
Delete junk
Fix dress layers
Skin5 eyes
Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting
& more comments
Fix NRE in WaterController if PhysicsGroup is not valid
Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab
Added failing hotload test for static initonly HashSets
Added ConcurrentQueueUpgrader
Fixed in-place hotload of a HashSet<T>
Allow individual types to be added to hotload SkipUpgrader
Skip hotload for types in System.Net.Http and System.Text.RegularExpressions
Fixed some false negatives when checking if a type is blittable
Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader
Only start addon worker threads when first needed
Make sure hotload verbose log works with and without -tools
Cache which static fields need to be watched in hotload
Some extra timing info for hotload
Added InstanceUpgrader.GetUpgraderOrDefault<T>()
DefaultUpgrader field caching, now uses auto-skip
Update groups.vgc
Added networked attribute based material replacement to ModelEntity
Don't force GC collect on hotload, since we're doing it 3x for every compile
More persistent caching between hotloads
HotloadManager name consistency
More timings
Revert "Disabled transform structured buffer by default, will be reenabled soon"
This reverts commit 72c3854218d52e769ba267ad84d8e6e0394e7f22.
Fix instance ID buffer on structured buffers
Reenable multiview instancing on shader
Update core shaders with structured buffers
Cleanup some things and set baseline before major transformation logic refactor
Part 2 of baseline cleanup
Merge branch 'structured-transforms' of sbox into structured-transforms
Remove m_transformAllocator, trim most redundant code out of transfomation
Fix hammer steam audio scene generation, probe generation now works
ToTitleCase(string) tests
Use memoization for short strings in ToTitleCase
More ToTitleCase tests
I forgot that I already implemented this lmao
Fix LOD dropdown defaulting to 0
More persistent caching between hotloads
HotloadManager name consistency
Don't force GC collect on hotload, since we're doing it 3x for every compile
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Update groups.vgc
Added networked attribute based material replacement to ModelEntity
Added failing hotload test for static initonly HashSets
Added ConcurrentQueueUpgrader
Fixed in-place hotload of a HashSet<T>
Allow individual types to be added to hotload SkipUpgrader
Skip hotload for types in System.Net.Http and System.Text.RegularExpressions
Fixed some false negatives when checking if a type is blittable
Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader
Only start addon worker threads when first needed
Make sure hotload verbose log works with and without -tools
Cache which static fields need to be watched in hotload
Some extra timing info for hotload
Added InstanceUpgrader.GetUpgraderOrDefault<T>()
DefaultUpgrader field caching, now uses auto-skip
Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab
Added InstanceUpgrader.GetUpgraderOrDefault<T>()
DefaultUpgrader field caching, now uses auto-skip
Fix NRE in WaterController if PhysicsGroup is not valid
Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting
& more comments
Add clear context menu to asset property
Add DressSceneObject to ClothingContainer, to condense code repetition
SceneObject can replace materials based on attribute value
Clothing has EyeMaterial
Add gown clothing item
Add replacement attribute to citizen skin/eyes
Fix skins to use new system
Allow right click > open in editor for asset properties
Delete junk
Fix dress layers
Skin5 eyes
Different icons for sequence and single frame nodes
Set subgraph node UI name to base filename if unnamed
Remove customer machine checks
"Create Group From Selection" and "Create New SubGraph From Selection" in context menu to make it obvious that they're being created from selection
Creating subgraph from selection now works
Add subgraph manager so subgraphs can be shared across subgraph nodes (this breaks everything but I've gotta figure it out either way)
Give subgraphs a context
Subgraph manager sets graph for new subgraph context and sets context for their node manager
Fix subgraph saving
Set group input/output ids for subgraph node
If we paste a subgraph node, clear the input connection map
Resync group node input/output node ids in the node instead of node manager, slightly slower but removes dependency on CAnimNodeManager::GetGroupNodeID
GetOutputNodeID has optional groupnode id so groupinputnode can know what group its for
Detect cyclic subgraph nodes
Fix crash when changing subgraph on node with connections
Try using a node stack for GetOutputNodeID, breaks highlighting but fuck it for now
Break everything so that node ids are unique local to their node manager - this is how dota works so I should do the same
Visualizer goes down the path to get to the correct node manager
Graph search attempts to check nodes in all node managers, maintaining correct node path in location
More search shit
Focus on location uses node path
Temp fix for going to log item location
Add back GetNode functions to IAnimationGraph temporarily to fix remaining errors and see whats what
Fix some search crashes
Search now works
Give graph visualizers a node location so it can restore the node when graph changes
Restore nodes for subgraph and blend2d visualizers
Remove duplicate node id checking in setcontext, probably not needed now
Don't show root anim node in context menu for groups and subgraphs - root should always be in top level probably
Add icons for undo redo in context menu
Default new group nodes with 1 input and 1 output pins
Make undo redo function in context menu
Start changing graph fixed data to use node locations instead of node ids - because groups and subgraphs have their own set of nodes, fixed data needs to know where the a node is in the hierarchy
Fix creating new subgraph, deal with creating new subgraph inside itself and overwriting later
Just bail for now if we try to make a new subgraph that already exists
Fix search not working in subgraphs because it was returning the wrong context
Fix groups and subgraphs returning their own internal context instead of the context they're in
Start working on update node manager that fixed data can use, hopefully this is a better way to go about it
Move node tables to update node manager, keep sorted node ids in fixed data
Remove some old test code
Add update node to correct manager
Reserve nodes
Add node location to init context so CreateUpdateNode has some context for grabbing child update nodes
Getting update nodes from graph binding now uses init path
GetOutputNodeLocation now works
Fix fixed data returning incorrect update node
Keep a flat list of sorted nodes in fixed data
Keep a flat list of sorted update nodes in fixed data
Remove annoying assert in utils update cycle, usually happens when blend node has missing child, which we're already warned about anyway
Fix PropagateNetworkMode - todo: make it work with groups and subgraphs
GetOutputNodeLocation uses a node path instead of node stack
Remove the need for flat list of nodeids in fixed data
Restore code for UpdateSecondaryHighlights from engine branch - doesn't work now anyway and surely can be done better
Remove live preview shit, was only proof of concept and should be done much better
Better styling for visualization container
Fix invalid view rect when opening anim node
Add home button to toolbar
Toolbar path now clickable buttons instead of text
path uses just icons for now, looks shiit with both icon and text
Use push buttons for path toolbar, they don't look shit
Fix state machine states now showing up in groups
Clicking home and path buttons only pushes 1 undo, not multiple
Add icon for anim clip nodes
Default group in/out pins if no name is specified
Do the same for blend node
Fix crash initializing unset subgraph node
Fix crash searching for unset subgraph node
Balaclava LOD fixes
Fixes to Lods so no longer clipping in the head model!
Mouse wheel zoom in and out of face on avatar dresser
LOD override dropdown
Add sbox_feature_inheritlods
Add morph inheriting for in game models
Remove vconsole tools we're definitely never gonna use
.. and some more
Fix clothes showing in wardrobe multiple times
Revert changes to SetupPhysicsFromUnscaledModel - Some users have been reporting overlap tests etc sometimes failing. This change was to fix slow downs when loading maps with triggers covering the map, the fixes were only needed on the trigger entity, not native code
fixed broken normal map on pallet
Citizen/animgraph: second draft of big weapon branch refactor
Fix crash initializing unset subgraph node
Fix crash searching for unset subgraph node
Default group in/out pins if no name is specified
Do the same for blend node
Add icon for anim clip nodes
Clicking home and path buttons only pushes 1 undo, not multiple
Added failing hotload test for static initonly HashSets
Added ConcurrentQueueUpgrader
Fixed in-place hotload of a HashSet<T>
Allow individual types to be added to hotload SkipUpgrader
Skip hotload for types in System.Net.Http and System.Text.RegularExpressions
Fixed some false negatives when checking if a type is blittable
Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader
Only start addon worker threads when first needed
Make sure hotload verbose log works with and without -tools
Cache which static fields need to be watched in hotload
Some extra timing info for hotload
Draw2D.TextSize returns a Rect
Vector3.ToScreen can take a ScreenSize, returns nullable Vector2
Reverb & change our default material so it's not as echoy