20,774 Commits over 1,522 Days - 0.57cph!
Fix `video` getting called twice from F6 bind
Added Clear button to Editor Keybinds (allowing you to remove binds)
https://files.facepunch.com/CarsonKompon/2024/July/31_18-00-EmbarrassedHoki.png
Draw Camera Speed Overlay in Scene Viewport when changing the speed with mouse wheel
https://files.facepunch.com/CarsonKompon/2024/July/31_16-58-MonstrousIrishredandwhitesetter.mp4
Show how many assets/icons would be rebuilt when right clicking a folder. Don't show option at all if there are no assets in the folder.
https://files.facepunch.com/CarsonKompon/2024/July/31_16-20-StaidMonkfish.png
Do the same thing with right clicking anywhere in the asset browser (for the current folder)
Prevent calling Msg_ClearInterpolation for ourselves
Unreliable transform updates test
Update PackagePopup to show the information in a much cleaner way
https://files.facepunch.com/CarsonKompon/2024/July/31_13-50-DeliciousSora.png
Only do parent rpc if we're network root
Test trying to reduce packet sizes a lot
Don't swallow shortcuts on same widget.
Make all tool shortcuts target the SceneViewportWidget
Fix black cubemap fog on hammer
Cubemap Fog can be tinted, takes tint from main skybox as well https://files.facepunch.com/sam/1b3111b1/XWpxvX189A.png
sky.shader: g_flBrightnessExposureBias and g_flRenderOnlyExposureBias makes no sense when there's tint, barely any existing skyboxes used it properly
Update SkyBox2D component to apply tint to IBL environment probe
https://files.facepunch.com/sam/1b3111b1/G0298YogbO.png
Clear usage data on list update
Add filtering and sort options to upload wizard
https://files.facepunch.com/tony/1b3111b1/sbox-dev_QolpF2YDXn.png
Fix NRE for non-english layouts
Branch for experimenting and fucking around with networking w/ diagnostics
Move scene shortcuts back to static class now that they work properly (ty sol)
Add TargetOverride to ShortcutAttribute so you can target a certain widget type from another class. Useful for tools/extension classes.
Make Grid Shortcuts to type Window. Make mesh editor binds target SceneViewportWidget so the binds only register when focusing the scene viewport AND when in the correct tool.
Mount assembly filesystem here too
memset LightIndexMapping so it doesn't contain junk
Only if static shortcut actions have no widget target, fallback to window and exclude from swallowing behavior
Only fire global input handlers once at app-level
Mount assemblies from downloaded packages
Make net_debug work in game
Added EditorShortcuts.IsDown. Added binds for scene movement (W,A,S,D,Q,E) so they can be rebound in the editor.
Made F3 Shortcut type Window instead of Application.
Fixed W,E,R binds not working for object tool being set automatically
Set ObjectEditorTool alias back to "object". Resolves Facepunch/sbox-issues#6040
Init API earlier
Init API in unit tests
Move static Shortcuts that were on static class to the scene viewport (so you need to have it in focus)
Make F5 and F6 editor binds window-exclusive instead of application-wide
Force F1-F12 shortcuts to invoke properly when focused on Game tab.
Squash game-exporting branch
Bring everything up to date
Exit whole app in standalone mode
Export option in Project menu
CMaterialSystem2AppSystemDict uses struct for initialisation instead of parameters
Custom steam app ID for standalone games
Put steam appid field here for now - we might wanna rethink this later though
would help if I labelled this correctly
Init steamclient in standalone
Explicit copy sounds
Reject API access in Standalone (we should probably dependency inject this stuff, it'd be cleaner)
Slightly better time estimate
Generate .ico from thumbnail, try changing it on the exe
Can't get this working no matter what, just corrupts the exe header, disable it
Use correct exit function
Get networking working, even if it's a bit hacky
Move API into backends for standalone/platform, stub out standalone backend
Standalone.Init()
Get rid of LoadStandaloneGameAsync, roll diff into LoadGamePackageAsync
Make a StandaloneGameInstance in standalone
Remove all these file hacks so I'm forced to do something to fix them
Fix file hacks
Add missing sbox-standalone exe back to sln
We only need to copy core/scripts/soundmixers.txt as far as I know
Move gamecontrollerdb.txt into core/cfg/
Get rid of `IsCitizenEnabled` hack
Don't override window title with gameinfo name, apply it nice and early when making app dict
Can't think of any other way to filter out citizen assets, cuts down build by 1.8gb(!) so we'll have to live with this for now
Copy all compiled assets from enabled addons again, because sometimes they'll be referenced at runtime even though they're not in a dependency tree
Rebase fixes
Standalone config / wizard changes:
- Can either export standalone or publish to sbox.game, but not both
- Add dialog warning about no whitelist, sbox.game access
- Export step is similar to sbox.game upload rather than being its own thing
- Tell people not to distribute their games or anything
- Remove AppID, Icon entries for now
Remove logs
Respect desired executable name
Delete IconChanger, it don't work
Revert formatting this entire file
Add missing ctor
Can export without having to disable whitelist
Don't need loads of warnings here, people can read
Unify terminology, icons
Allow disabling whitelist on projects - prevents uploading to sbox.game, will only let you export
Allow disabling whitelist on projects - prevents uploading to sbox.game, will only let you export
Fix warning
Add SteamServerTest unit test
Add HumanAltModel to Clothing
Add asset browser duplicate shorcut, hints to context menu
Allow same key shortcut bound to different widgets with different actions, invoke appropriate one
Bring back asset browser delete bind
Add a bit of failure protection in CInputSystem::AddGameController - with intent to rewrite this
Add LineRenderer.CastShadows
Fix local space particle lag, don't move particle on first frame