17,196 Commits over 1,308 Days - 0.55cph!
Delete entitysystem, no longer needed!
Delete everything from entity2 except entitysystem and entitykeyvalues
Delete entityinterfaces, entitystructs
Citizen/animgraph: update "voice" to use a MorphFrame instead of a DMX file + subgraph tweaks + weightlist tweaks
Citizen: updated visemes prefab
Citizen: set viseme prefab to enabled
Merge branch 'master' of sbox
Remove more unused from entitykeyvalues, got to do this bit by bit
Add compiled cs_compress_dxt material
Hair Dreadlocks - Quick Adjustments
Don't clamp morph frame weights
Remove entityio from entitykeyvalues
Fix grid size button tooltips
Remove isReadingChanges - no longer needed
Renderdoc label colors for managed drawcalls were black
Highlight.cs: should be SetCombo not Set
Fix glow outline rendering https://i.imgur.com/cK9VbNB.png
Add a temp mutex to DrawDrawList to fix race condition when drawing from main thread
Allowing scaling along 2 axis
https://files.facepunch.com/louie/1b0911b1/sbox_GGYJ3vMG0N.png
Texture Compression Speed Improvements (#1430)
Improves DXT5 compression by moving it to GPU, other algorithms that still run on CPU also benefit (DXT1 etc.).
Additionally fixes DXT crash (sbox-issues/issues/4165).
Rename old NetworkTable to StringTable
NetworkTable registration inserts entry
Switch [Sync] to use property to store network value, rather than its own value. Add IsProxy mode
RigidBody uses SyncVars instead of INetworkSerializable
Remove timers & debug logs
Remove reference shader
Backport Valve GPU texture compression dispatch code
Compiled DXT shaders (optimized)
Force DXT5 for now, since that's all we have compute support for
Dispatch compute and read back
Texture barriers for Vulkan
Output full timing info
Move behind a convar so I can compare CPU/GPU easily
Staging buffer, barriers, etc. for Vulkan
Time everything (temp, will remove before merge)
Switch compression levels for a big compression speed boost (at the cost of very slightly larger files)
Test case - 4096x4096:
Old: 955ms, on disk 6948kb
New: 151ms, on disk 7253kb
Add cached flag to OnReadPixels, speeds up memory access
Speeds up 4096x4096 texture read from ~92ms to ~5ms in testing
Re-add check for compressed block texel views
Fallback gracefully to CPU on platforms with no compute support
Get rid of some redundant timing info
Update stb_dxt.h from v1.04 to v1.12
Bail from trying to compress using CPU DXT compressor if non-power-of-two (rather than crashing)
Remove forced DXT5 compression
ActionGraph: Nodes for creating common collection types
Array, List, HashSet, Dictionary
JsonUpgrader.Run -> Upgrade
Demote JsonUpgrader.Run to internal
JsonUpgrader -> JsonUpgraderAttribute, version as a required constructor parameter
Quick fix to Hair cap textures
New Black Frizzy Hair + Adjustments to Hair Textures
Replace _apiVersion with ComponentVersion defined by the component
Initial commit
Simplified, wip
Don't need this log anymore
Refactoring, hotload sync properties
Add some unit tests for NetworkTable
We do already have a break sound, 10 lines down from where I added a new one
DamageInfo into namespace
Don't throw a ton of errors when we run out of voices
Add surface sound for break (I got a feeling we already have this somewhere)
PhysicsShape.Surface returns null less often
Add GameObjectSystem.Stage.FinishUpdate
Rename PhysicsBodyComponent.cs to PhysicsBodyExtensions.cs
Add PhysicsShape.PlayCollisionSound, PlayFootstepSound, PlayFootLandSound, PlayFootLaunchSound
Add CollisionSoundSystem
Collision Event System automatically calls into CollisionSoundSystem
Add RigidbodyFlags
Refactor, add JsonUpgrader.Run so we can re-use this for GameResources
ActionGraph: Expose GameObject.Destroy(), Clear()
Use different prefixes for ShaderGraph vs ActionGraph clipboard text
Defer loading ActionGraph resources until needed
Fix error message when ActionGraph resource not found
Fix case where wrong property is deserialized to in Json.DeserializeToObject
E.g., the FirstOrDefault could match a property that was JsonIgnored, and miss a property with the same name (with [JsonPropertyName]) that isn't ignored.
Added baseline for component version upgraders
https://files.facepunch.com/tony/1b0911b1/parsecd_N2kyNOTsPg.png
ActionGraph context pass-through for nested graphs
Hide context passthrough sockets
Context pass-through cleanup
Center on input node when first opening an ActionGraph
Update sentry DSN
Fix NRE in rigidbody
Get rid of some redundant timing info
Update stb_dxt.h from v1.04 to v1.12
Bail from trying to compress using CPU DXT compressor if non-power-of-two (rather than crashing)
Remove forced DXT5 compression
Re-add check for compressed block texel views
Fallback gracefully to CPU on platforms with no compute support
Support non uniform scaling convex colliders https://files.facepunch.com/layla/1b0811b1/sbox-dev_bDb1J04Lnd.mp4
Add cached flag to OnReadPixels, speeds up memory access
Speeds up 4096x4096 texture read from ~92ms to ~5ms in testing
Color picker improvements
Lose text field input when clicking sliders
Don't fail when typing in a hex color without the #
Give a little more space to display rgba & hue values
Working on passing though context to sub-graphs
Time everything (temp, will remove before merge)
Switch compression levels for a big compression speed boost (at the cost of very slightly larger files)
Test case - 4096x4096:
Old: 955ms, on disk 6948kb
New: 151ms, on disk 7253kb
Add Component.IDamageable and DamageInfo
Remove currently unused properties from ModelPropData
Component.Flags is now a ComponentFlags
Add GameObjectFlags.DontDestroyOnLoad (not implemented)
Fix double IDamageable
Add DestroyOnEnd to ParticleEmitter
Hide SceneObject in ParticleSpriteRenderer if no particles to render
Particle collision uses scene trace