22,418 Commits over 1,614 Days - 0.58cph!
Move PlayerController.Animation behaviour to MoveMode
Include Sandbox.CodeUpgrader.dll as an Analyzer
Refactor upgraders with nicer syntax
UI: Set Button.Active inside TabContainer rather than setting active class directly (consistent with ButtonGroup)
UI: Fix worldpanel filters, save off default viewport Z range when setting a render target (solves depth issues after pushing/popping worldpanel filters)
https://files.facepunch.com/alexguthrie/1b2911b1/sbox-dev_Nl7AwCZeb5.mp4
Published packages don't include dlls
Update PlayerController animator params
PlayerController copy clothes better
PlayerController increase skin slightly, prevents sliding down slopes
PlayerController creates collision on a child GameObject, so it can have different tags set etc
PlayerController - delete existing BoxCollider, CapsuleCollider if they exist
PlayerController - don't recreate Colliders GameObject if we have a child named that already
PlayerController: Fix ducking slightly when standing on small shit
Move PlayerController.Animation behaviour to MoveMode
Dynamic NavMesh Obstacles (#1706)
Allows to block of certain areas of the navmesh both in editor and at runtime.
For this we introduce and expose the concept of **navmesh areas**. Areas can affect navmesh generation and agent behavior/pathing.
### Details
- Accomplished by implementing a tile cache that stores an intermediate representation of the navmesh
- The intermediate representation can be used to modify & remove areas of the navmesh.
- Modifying the intermediate state is magnitudes cheaper than rebuilding the navmesh from scratch.
- Static areas are basically free.
- Moving areas are a bit more expensive, but you should be able to have at least a couple of dozens of them
- The area's shape is defined by a (trigger) collider that can be linked to a nav area component
https://files.facepunch.com/lolleko/1b2911b1/sbox-dev_JTOOu8AAeA.png
https://files.facepunch.com/lolleko/1b2911b1/sbox-dev_3XdDSxj7Ly.mp4
https://files.facepunch.com/lolleko/1b2511b1/sbox-dev_XBNEUDAPfh.mp4
https://files.facepunch.com/lolleko/1b2111b1/sbox-dev_CQAKEpUbQk.mp4
### Summary
Allows to create a navmesh area, link it to a (trigger) collider & set it to blocking to create an obstacle. In the future we can expand on area functionality: custom tags, local navmesh generation parameters...
Fix NRE on editor shutdown
Fix NavmeshArea.IsBlocking not toggling state
GameObject serializing survives when a child is somehow added during serialization
Fix NRE in color picker when there's no parent
Hide, JsonIgnore on GameResource
Create directory when saving clothing render icon (should these be put in temp filesystem/game resource data block)
Update shaders
Gamma correct samples during accumulated ggx, makes highlight less blown out and makes the cubemap more vibrant
Start moving same fast ggx filtering code to cpu for resourcecompiler also for consistency
Revert "Use IClimbingMode interface in PlayerController"
This reverts commit 5fc097414bfb1ef7da5e2f75b35c11c358641200.
Use IClimbingMode interface in PlayerController
Instead of hard-coded checks for MoveModeLadder
Add doc comments to navarea component
Make new PhysHsape.UpdateShape functions internal
Ensure IsGenerating flag is cleared if navmesh generation fails
Do TextEntry placeholder without a separate label, simplifies and makes placeholders/prefix/suffix all play nicely together
also fixes Facepunch/sbox-issues#7060
Add support for caret-color css property, default to text color
Tweak caret appearance, avoid nasty subpixel blur
Add RpcAttribute, RpcMode
Remove codegen from AuthorityAttribute
Instanced rpcs
Expose transmission
Rename NetTransmission to NetFlags, hide RpcMode
Update NetFlags descriptions and names
Obsolete NetPermission, BroadcastAttribute, AuthorityAttribute
Rename Unbuffered to SendImmediate
Attempt to use static nav generator pools again
Rename Unbuffered to SendImmediate
Update NetFlags descriptions and names
Obsolete NetPermission, BroadcastAttribute, AuthorityAttribute
Adjustments to cubemap normalization, make cubemap feathering happen from center of cubemap, and in world units, rather than inner, math is much simpler
Clamp cube box parallax projection to actual bounds box the box, cleanup
Our both our envmap filters uses linear roughness instead of sqrt roughness
Gizmo for scale in envmaps, adjust default for feathering in world units
Sort envmaps also by size, giving higher priority to smaller ones if it's in a draw condition
tiled light culling with edge feathering additions
vLevel isn't const
Update path of build-shaders, upload all shaders as artifacts
Fix EnvironmentMapLight::GetEnvMapColor using deprecated variable
Support animation on bone merged skinned renderers, bones not included in the merge will be animated https://files.facepunch.com/layla/1b2811b1/sbox-dev_YF71imyY7R.mp4
Compiled shaders with ao viewporting changes
CommandLists SetConstantBuffer and be able to specify mip
Motion::TemporalFilter is converting from Pixel Coordinates to UV not the other way around
Rename NetTransmission to NetFlags, hide RpcMode
Fix navmesh native destructor
Fix Right Click -> Create Sound Event creating sound events with empty sounds instead of using the selected sounds
Don't need to update editor compiler if not running in the editor. Dedicated Server won't try to compile editor stuff
Non static init of navmesh generators
Fix multiple cameras causing dynamic shadow artifacts
Co-authored-by: samzanemesis <sam@sampavlovic.com>
Fix ambient occlusion in offsetted viewports
Instanced rpcs
Expose transmission
Inspector History Button fixes
Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up
https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
Added Lock Button to Inspector, prevents Inspector from changing to newly selected objects when enabled. Resolves Facepunch/sbox-issues#6239
https://files.facepunch.com/CarsonKompon/2024/November/28_08-25-MountainousGull.png
Compiled shaders with ao viewporting changes
CommandList.SetData > CommandList.SetConstantBuffer
[Pick] Calculate aspect ratio from viewport size rather than screen size, fixes splitscreen viewports being fucked up
https://files.facepunch.com/sampavlovic/1b2811b1/sbox-dev_19tjSjbPcm.png
Remove codegen from AuthorityAttribute
Move navmesh generator pool initialization from static initializer to navmesh.init
Dispose of navmesh in Scene
Should fix unloaded scenes leaking native navmesh data.
Add RpcAttribute, RpcMode
Change navmesh initialization to sync
Disable some calls to narrow down where test is failing on CI
Stop PathWidget fighting back in LineEdit mode and selecting the whole text, fixes Facepunch/sbox-issues#6869
Scene view: disable gizmo interactions while doing camera movement
SteamId can be converted to from an int, but will give a warning
Fix code archive not using correct CSharpParseOptions
Don't debug output xml parse errors
Add more package tests
Fixed loading game from .sbproj with Dedicated Server that has libraries. Iterate any libraries in the project and add them as projects before compilation
Fix warning
Add dark_descent and cat_harvest package tests
Merge branch 'master' into navmesh-dynamic-obstacles
Fix warning
Add dark_descent and cat_harvest package tests
Fixed loading game from .sbproj with Dedicated Server that has libraries. Iterate any libraries in the project and add them as projects before compilation