20,904 Commits over 1,522 Days - 0.57cph!
Cleanup some things and set baseline before major transformation logic refactor
Part 2 of baseline cleanup
Reset Draw2D after callbacks
Add Draw2D.Material
Fixes
Fix state machine states now showing up in groups
Move Sandbox.UI.Materials to Material.UI
Fix accidental skia upgrade
Don't render text twice
Tweak text shader
Fixed MinMaxAttribute using min as max in Hammer
Display( Description = .. to Description( .. in engine
Use push buttons for path toolbar, they don't look shit
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
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
path uses just icons for now, looks shiit with both icon and text
Add home button to toolbar
Toolbar path now clickable buttons instead of text
Add Vector2.Perpendicular
Add Draw2D.Line
Better styling for visualization container
Fix invalid view rect when opening anim node
Fix hard crash if trying to render2d with too many vertices
Add Draw2D.Texture
Add Draw2D.Circle, Draw2D.Ring
Remove live preview shit, was only proof of concept and should be done much better
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
Update core shaders with structured buffers
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again
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
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
UI basic shader
Fix Render.Draw not working without indices
UI triangle drawing
Switch to custom scene again, force occlusion mode for now cause it sounds better
https://files.facepunch.com/ognik/1b2411b1/2022-05-01_50-45-99995434-49c9-422b-8d03-98bb156be767-ej5mgPnd.mp4
Pain day 3 for game template
Improve tonemap controller preview in Hammer
Fixed verbose hotload log formatting
Don't give alternate flags when querying DX11 display mode list
Fix crash when registering the minidump handler due to addon stuff being removed
Fix error in JsonSerializerOptionsUpgrader on hotload
Trim all the unused addon stuff out of IApplication etc
Fixed certain types being displayed as structs in Inspector
Namely double and int64
Fixed non public methods not working as Hammer inputs
Delete some stuff so we can actually get a working in-game test
Fix Replicated ConVar's not replicating locally
Add GameResource to Recent opened list when saving in inspector
Fix PropagateNetworkMode - todo: make it work with groups and subgraphs
Remove annoying assert in utils update cycle, usually happens when blend node has missing child, which we're already warned about anyway
Keep a flat list of sorted update nodes in fixed data
Keep a flat list of sorted nodes in fixed data
Fix fixed data returning incorrect update node
GetOutputNodeLocation now works
Abstract reflections for all differing reflection types
Ambisonics calculator & Simplify effect creation
Getting update nodes from graph binding now uses init path
Add node location to init context so CreateUpdateNode has some context for grabbing child update nodes
Finish up the pathing processor
Setup source & listener for pathing simulation
Add update node to correct manager
Reserve nodes
Remove some old test code