20,771 Commits over 1,522 Days - 0.57cph!
Citizen/hackweek: added 58 new **prototype** animations for the avatar menu + moved all menu animations into a separate folder & prefab
Apply fog after lighting for sprites
Fix deserializing across network when GameObject reference on a property doesn't exist on the receiving end
Better warning messages on unknown component / gameobject for RPC - try to log the RPC method name, and if unknown component the GameObject name
Don't need to use the RPC filter here this should fix Tony's issue - doing a check inside the RPC callback anyway
Fix parent setting, flush for appropriate game object only, ++
IconButton has Toggle/Active mode
Sprites and particle sprites support lighting https://files.facepunch.com/layla/1b0911b1/sbox-dev_ga1AeZWCum.mp4
ComputeBuffer.GetData - 0 count is illegal
Add Model.GetIndexCount( int ) Model.GetIndexStart( int ) Model.GetBaseVertex( int )
Shadow map layers set proper ELayerEnum::Shadow, fixes SceneCustomObject not casting shadows
Handle DynamicAmbientOcclusionPP enabling/disabling for mark
git blame ignore "Copy over changes for shader resources"
ComputeBuffer methods use the current render context if applicable, otherwise stuff is in weird shit orders
Match upstream m_bIsReadOnlyDepthStencil
Don't bind ShadowDepthBuffer as an input whilst we're writing to it as a render target (drawing shadows)... 🤯
Fix FindMode.InAncestors in prefab scenes ignoring root object
Add Json.ParseToJsonObject( ref Utf8JsonReader reader ), Json.FromNode<T>( JsonNode node )
Menu is default DeleteOnClose = true (let us know if some menus stop opening)
Fix ComponentList breaking when component in the list no longer derives from Component. Resolves Facepunch/sbox-issues#6152
Add ComputeBuffer.SetCounterValue( uint ) for Append buffers
Fixed stylesheet @import hotloading without disrupting existing stylesheet imports. Resolves Facepunch/sbox-issues#5317
Fix NRE when pasting gameobjects
Shortcuts defined on static classes are now treated as Window shortcuts if not specified
Hackweek procedural geometry
ditto
Add ComputeBufferType.IndirectDrawArguments
Public Graphics.DrawModel(Instanced)(Indirect), prefer Span<Transform> to Transform[T]
Add GraphicsView.DragType (enables SelectionRect)
Add GraphicsItem.Children
Revert ComponentList changes for now. This seems to break things for everyone 😅
ComponentList no longer breaks when changing the parent class of a Component to something that *isn't* Component. Resolves Facepunch/sbox-issues#6152
Stylesheets @import-ed with a path relative to the local path will also hotload now
Add default value to worldspace scale too
Stylesheets @import-ed by other stylesheets now hotload properly. Resolves Facepunch/sbox-issues#5317
Fix GraphicsItem not always being able to resolve the GraphicsScene (which made SelectedItems total bullshit)
Shortcuts now run on GraphicsItems.
Can now multi-select resources in the asset picker of a list entry to select multiple items at once. Resolves Facepunch/sbox-issues#5934
https://files.facepunch.com/CarsonKompon/2024/August/07_14-28-ConcreteRiograndeescuerzo.mp4
Update Box3D for soft contacts, helps with stability for heavy things on top of light things and helps with kinematics pushing dynamics through geometry https://files.facepunch.com/layla/1b0711b1/sbox_L4gxsLMRAe.mp4
Fix asset inspector not saving with CTRL+S
Add rigidbody mass center override https://files.facepunch.com/layla/1b0711b1/sbox-dev_WWBxzsSEHp.mp4
Rotation constructor sets quaternion to identity, we should be doing this but also makes it so that rotation serialized property default is identity
Add undo support / unsaved changes to advanced network settings
Clearer logic for these flags
Only log this message if networking debug is on
Terrain collider doesn't need to be adding solid tag here
PhysicsShape adds solid tag in constructor, not every time collision attributes is set
Just dont rebuild if we haven't got a hitbox system yet, same as model hitboxes
Re-enable Nagle by default, Protocol++
Component RPCs sent Id instead of type name string allowing RPCs from multiple components of the same type. Protocol++
Revert, people are relying on this
Collision shapes with no tags don't automatically add solid tag, I don't think this is needed
Fix trace RunAll not doing a RunAll trace for hitboxes