22,418 Commits over 1,614 Days - 0.58cph!
Rename CNavMeshCachedData -> CNavMeshHeightFieldData
More resilient native memory pooling
Add CameraComponent.CustomSize to override aspect ratio. When rendering to a render target, sometimes you want the aspect of the screen and not the texture
Add CameraComponent.ProjectionMatrix
Add CameraComponent.CalculateObliqueMatrix to clip projection with a worldspace clip-plane
Delete view_shared, move CViewSetup to camerarenderer and start removing unused junk from it
Organisation -> Organization where necessary
Resolves Facepunch/sbox-issues#6822
Support drag data for GameObjectControlWidget, resolves Facepunch/sbox-issues#6998
https://files.facepunch.com/tony/1b2311b1/sbox-dev_xLjcpe9xed.mp4
Fixed NRE when trying to delete non-asset files, resolves Facepunch/sbox-issues#7002
Scene collision events (#1707)
An interface to listen for all collision events that happen during a physics step
Make navmesh generator pools static
Pool memory for native tile heightfields
First fix map override task when using launcharguments.map
Testing with handshake process fixes if host changes during handshakes...
Unique handshake id tests - if we restart a handshake its possible two could be running in parallel, this'll stop that
More fixes
Some cleanup
More cleanup, early out if disbaned or toxic
Fixed .config files not being added to appropriate string table for clients to receive changes
Internal CommandList with calling action directly
Temp pass RenderEffect inside the command list directly
Add Graphics.ResourceBarrierTransition supports transitioning Textures and ComputeBuffers states currently, e.g if you wanted to signal a resource should be readable in fragment after a compute write to it
Update default JSON ignore condition to use JsonIgnoreCondition.Never
Resolves Facepunch/sbox-issues#6995,
Resolves Facepunch/sbox-issues#6953,
Resolves Facepunch/sbox-issues#6349
Revert marking the entire navmesh as unwarkable
Add Graphics.DrawModelInstanced with count for procedural instancing, document other instanced methods
Add DrawModelInstanced methods to CommandList
Add CommandList.Set for ComputeBuffer<T>
Restore colliders on rigidbody disable if the collider is still active
Don't let collider dictate body type when there's a rigidbody, colliders could have a mix of statics so rigidbody should be the authority on this
Update summary to be more clear on what this interface is for
Fix NRE in NavMesh Dispose
Optimize culling in navmesh debug draw
Hook up Package.Data
GameModal now correctly uses GameConfig from backend
Fix "no screenshots" being thin
After purchase, keep refreshing until we have the item
Indicate when you already own items
Asset Browser: Show 'Open File Location' in context menu when searching too
Asset Browser: Disable flat/recursive toggle button when searching or in meta location
Restore AssertNoGraphErrorsInScene test
Fixes #1709
Lazy-initialize NavMesh GeneratorPool
Give each scene dock a unique name and fix load order so we maintain layout positions
Move window layout to project cookie, will fallback to importing from editor cookie for now
Expose BoneCollection / Bone to ActionGraph
Fixes Facepunch/sbox-issues#6878
Be very careful about when we load assemblies in LoadNetworkTables
Facepunch/sbox-issues#6984
Only warn once if Json serialization happens during a hotload
Facepunch/sbox-issues#6984
Fix memory leak in navmesh builder
Internal intersect events on physicsworld, no one should need them
Make use of InvokeWithWarning
Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet
Don't return components on objects that are IsDestroyed
Humans: skinning updates
VR: init g_pVrSystem before finishing material system setup
VR: check for headset in PreInit() instead of Init()
UI: Expose UI.WorldInput.Hovered inside WorldInput component
Upgrade remaining old vmdl files so I can delete all this legacy model code
Humans: more skinning updates & prefab changes
Merge branch 'master' of sbox
Add Distance and Falloff to Voice Transmitter
izIsSoft changes
VR: more logging, always enable debug callback
VR: add -novr force disable
Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks
Fix clothing using the wrong skin
Fix HasUnsavedChanges being sucked into GameResource
GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC)
Change prefab icon color
Add GameObject.GetPrefab( string )
AssetBrowserLocation tracks location type (code, assets etc)
Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog
Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic
Asset Browser: Improve navigation outside of project tree
Path widget only displays what can fit instead of freely growing, hide rest behind flyout
Ignore calls to Scene.Parent.set
Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing
which they do - like when creating attachments
Add GameObject constructor which takes a parent
Expose PerChannel<T>.Get and Set
Print a list of new items in console after check out
Uninstanced prefabs (#1708)
Can retrieve components and child gameobjects from uninstanced Prefabs
Asset Browser: streamline navigation flow
Asset location presentation tweaks, improved path handling
Initial path widget width because it starting off small is so very annoying
Fix NRE in PrefabFile.PostReload
Fix NRE in CloudBrowser
Fix warnings
Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949
Can DrawInstanced a number of instances without uploading data
Remove unused asset browser node type
Fix some Gizmo functions drawing an obsolete vertex object instead of nothing
When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing.
They now correctly draw nothing if an empty Enumerable passed.
Fix asset browser NRE, default location stomping cookied path
Disable undo/redo menu buttons when there's no active editor session
Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles()
Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985
Merge branch 'master' into navmesh-dynamic-obstacles
Fix [Button] not showing in asset inspector, resolves Facepunch/sbox-issues#6985
Optimize allocations in Gizmo Lines(), LineTriangles(), SolidTriangles()
Spread navmesh obstacle updates across multiple frames
Fix asset browser NRE, default location stomping cookied path
Disable undo/redo menu buttons when there's no active editor session
Fix some Gizmo functions drawing an obsolete vertex object instead of nothing
When provided with an empty Enumerable: Lines(), LineTriangles() & SolidTriangles() would reuse & draw the vertex object of the previous frame instead of nothing.
They now correctly draw nothing if an empty Enumerable passed.
Progress on tile caching & dynamic obstacles
https://files.facepunch.com/lolleko/1b2111b1/sbox-dev_CQAKEpUbQk.mp4
FOV and distance culling for navmesh debug draw
Remove unused asset browser node type
Can DrawInstanced a number of instances without uploading data
Fix 'cut component' not being undoable, Facepunch/sbox-issues#6949
Fix NRE in PrefabFile.PostReload
Fix NRE in CloudBrowser
Asset Browser: streamline navigation flow
Asset location presentation tweaks, improved path handling
Initial path widget width because it starting off small is so very annoying
Uninstanced prefabs (#1708)
Can retrieve components and child gameobjects from uninstanced Prefabs
Disable AssertNoGraphErrorsInScene test
Print a list of new items in console after check out
Expose PerChannel<T>.Get and Set