17,179 Commits over 1,308 Days - 0.55cph!
Refactor some Graphics files, remove long obsolete methods
Move some code back to Engine, raise console dock when clicking status bar log
Clear status bar on compile, remove test button
Sort diagnostics by severity / project, so errors are output last on compile
ConsoleEntry refactor, can read simple stack of diagnostic messages now
On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics
Progress on supporting showing 'simple' stacks for diagnostics
Add VrMonitor attribute to cubemap rendering, should stop AO proxies from showing up
Add PhysicsWorld debug drawing methods for scenestaging
Can multiply colors together
Enum control closes when you select an option
Clear current stack trace entry when clearing the console
Give StackTraceProperty a MinimumWidth so it pops out at a readable size
Kill StatusBarLog after some time, based on LogEvent level
Fixed TypeSerializedObject ordering so calls to OnPropertyChanged will have the new value
Include sheet_sampling.fxc
ResourceLibrary.Resolve assumes GameMenu if none is set. This might break some stuff, if it does we need to context wrap those calls.
Fixes this stuff when editing in Scene system, no logical place to wrap.. https://files.facepunch.com/garry/3a7bb7e9-3040-4937-8d02-e7e73f6b4efb.png
StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window
https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png
Allow creating empty mesh vertex buffer, cache off layout and type so it can be created on resize later
TypeSerializedObject updates its properties when it detects a change
Cleanup, NRE fixes
Implement GroupName in TypeSerializedObject
Add GroupAttribuite, ToggleGroupAttribuite
Add ability to add sub-layouts to control sheet
Fix FindIntEditInfo returning junk if not set
Tag texture sheets and animated sheets, so we can filter them in the asset browser
Rebuild a bunch of textures to get the new ints in them
Start access to sequence info, ready for someone else who isn't me to finish
Fixed sboxgame/issues#4132
There might be a deeper issue at play, but this should at least make it usable
Fix shadergraph error when compiling
ResourceControlWidget: Add Open In Editor to context menu
Gizmo.SceneSettings.CameraZFar default from 10,000 -> 100,000
Test of multiple frusta support for shadow maps on shader 🥳
Disable r_enable_high_precision_lighting, just ends up overcomplicating code, reevaluate if this actually affects much away from world origin, will make vPositionWithOffsetWs just become vPositionWs in shaders if fully removed
Take shadow frustra from BuildShadowFrustaForLight() that matches what's on the shadow map renderer, rather than rebuilding it with twice the code
Test reproducing sboxgame/issues#4125
Fixed sboxgame/issues#4125
Bad assertion, local functions won't become static if they reference only 'this'
Test reproducing sboxgame/issues#4125
Pass streamer events to IGameMenuDll
Ambient light, new strategy for shadow frusta
Re-add streaming mode stuff to menu - same as before (would be better in settings imo, but this works for now)
Fix MainThreadjob getting stuck because we release/delete MainThreadjob holding the CompleteEvent, while shit is waiting.
Update Facepunch.ActionGraphs
Include .pdb from Facepunch packages in builds
Revert "Reverting attempting to send Facepunch.ActionGraphs"
This reverts commit 6e264f87f6b172af884e0b420c26c05f1d7b6e0a.
Reverting attempting to send Facepunch.ActionGraphs
Needs the .pdb next
Include docs .xml from any Facepunch.* NuGet package on build
Revert "Revert ActionGraphs inclusion, doesn't make a .xml file so it's failing the build"
This reverts commit 88a50a2706c5b767a61d841af038fb97677b63c4.
PopupWidget: Use real widget position for animation as it could've changed w/ ConstrainToScreen call
Always use texture hookup thread pool instead of trying to use the shared thread pool
Don't yield jobs when we are one
Diagnostic TOOLS_STALL_MONITOR_SCOPE in GetMaterial
Add Texture.SequenceData, Texture.SequenceCount
Fix render errors if SceneCustomObject turned null due to hotload
Fix FolderNode errors when deleting a folder
Revert ActionGraphs inclusion, doesn't make a .xml file so it's failing the build
Include Facepunch.ActionGraphs.dll when uploading doc assemblies
Citizen/animgraph: added experimental Sprint_N animation (doesn't play nice with compositing yet)