17,197 Commits over 1,308 Days - 0.55cph!
Transplant new physics interface to master, start fixing up shit again
Remove unused from iphysicsshape
Remove unused from iphysicsjoint
Remove unused from iphysicsbody
Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :(
Remove unused from physicsaggregate
Remove unused from physicsworld
Remove unused from physicssystem
Remove shared manifold and physics contact shite
Add intersection controller, kinda bullshit but needed
Get game compiling again
Build new mesh and hull when adding transformed hulls and meshes
Support creating transformed hull from mesh (why tho?)
Latest trace solver
Return default physics material when user data is null
Setup joint break callback, break joint on body remove
Remove SetOnBreakHandler, callback is always added
Support body gravity enable
Fix joint and body double delete
Should be null checking this in water controller
Should be null checking this in water controller
Fix joint and body double delete
Remove SetOnBreakHandler, callback is always added
Support body gravity enable
Setup joint break callback, break joint on body remove
Fix startup error
Performance scope animation update
AssetSystem: optimize FindByPath lookup
Optimize GameResourceProcessor
Keep __references ordered to avoid diff hell
Optimize recursive WalkJsonTree
FPArms: updated weightlists
FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
Rerouting fixes
Fixed handle config names for generic types
Stash PoC code for reference (temp)
Squashed revert back to commit 052bf8ece71b6de44f62c108626c6444a936f90f
Going to tackle this stuff differently
Fix IPD calc, camera positioning, fix InchToMillimeter that was converting from mm to inch
Remove compositor benchmark stuff, we're not using it at the minute
Try GetLastPoses instead of GetTrackedDevicePoses - might not be the right call since we can use the latter to predict X ms ahead
Half IPD
SceneModel can get anim parameters
PlugIn respects ShowLabel
Action node display tweaks
Return default physics material when user data is null
Support creating transformed hull from mesh (why tho?)
Build new mesh and hull when adding transformed hulls and meshes
Remove shared manifold and physics contact shite
Add intersection controller, kinda bullshit but needed
Remove unused from physicsaggregate
Remove unused from physicsworld
Remove unused from physicssystem
Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :(
Transplant new physics interface to master, start fixing up shit again
Remove unused from iphysicsshape
Remove unused from iphysicsjoint
Remove unused from iphysicsbody
Support for comment nodes in Action graphs
Skip HideInEditor properties in ControlSheets
Native Resource Cache
Use a sliding window cache alongside weak references for our native resources in C#. There were cases where we were reloading resources every frame because the garbage collector was too good at it's job, so we'll let per frame loads hang around a bit longer.
Resolves #1306
Add PhysicsWorld.Step( delta, substeps )
Clear cache at opportune moments
Use NativeResourceCache for other native resources
Destroy strong handles on main thread
Get rid of debug
Fix strong handle leak in Texture.FromNative
SelectionSystem has events
Rename TreeNode.HasChild to TreeNode.HasDescendant
Open and scroll to selected item in treeview
Updated trace code from Jay
Rescale body when setting transform with different scale
add Gizmo.Draw.SolidNavigationMesh, LineNavigationMesh
Test mount/unmount VPK methods
Remove file extension when passing to Mount/UnmountVPK
Use ChangeExtension instead as apparently this preserves the path...
Fix IsVPKMounted check not working
Simple debug drawing for sphere and capsule, they were drawing too much geometry
SweepBody, SweepBodyMultiple
Activate non solid contacts regardless of if neither is dynamic (triggers)
Add Gradient type, editor, tests
https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
Don't hit gizmo hitbox if too close
FloatControlWidget observes [Range] attributes, creates a slider
https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
Add SceneModel.AnimationGraph
New Outfit Piece! - Chef's Skull Cap
https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg
LODs coming ASAP
Fix leaked resources when CSwapChainDx11 is resized
Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png
After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png
CSwapChainVulkan also flushes scratch rendertargets on resize
Add PhysicsBody.AddShape() which takes a Hull and transforms it
Fixed check for if this is first time assembly is enrolled
Call TriggerRegisterEvent before OnHotloadSuccess
This makes sure that TypeLibrary knows about the new assembly before
things like EntityManager.OnHotloaded() get called.
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture
Hammer uses same shadow atlas as everything else
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
Clean release build at 1am every day
Fix bloom being enabled by default
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
artifact game log files when running test
Write s&box.sln in unit test proper
See if we can convince it to compile editor addons during test
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
Plumb in a fix for EntityPrefabEditor entity selection
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
Fill out SceneParticles
Chef outfit LODs
Hair-net White variation
Add NavigationPath.GetPositionAlongPath
Add Gizmo.Draw.SolidTriangles
Remove all the Msg'ing when generating a navmesh
Merge branch 'master' into map-build-fix
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Updated ActionJigs
Some more node types
Support deserializing system types if TypeLibrary is okay with them
Error messages in node tool tips
Added GraphView.GetRelevantNodes
Node graph HandleConfig refactor
Allow arbitrary nesting in node creation context menu
Default handle color tweak
Update Facepunch.ActionJigs
Hotload: fix before / after constraints on upgrader ordering
TypeLibrary.GetSerializedObject overload accepting a getter
Add [Flags] to DockProperty
Constant nodes
Node interface tweaks
Update() node UI after Layout() calls
Update ActionJigs
Try to get nodes to redraw on change
Post-rebase fixes I missed
Updated Facepunch.ActionJigs
GraphView.CenterOnSelection
Allow custom exception stack trace inspectors
Update Facepunch.ActionJigs
Update Facepunch.ActionJigs
Null literal node
Can get / set fields with nodes
INode.CanClone, CanRemove
Post-rebase fixes
Update ActionJigs, expose some more reflection info
Start moving more over to managed - not sure we need all of this though
Remove more unused
Add NavigationPath.GetPositionAlongPath
Add Gizmo.Draw.SolidTriangles
Remove all the Msg'ing when generating a navmesh
VR GPU flush timer
More more IVr stuff over to managed
No multiview instancing
Don't set D_MULTIVIEW_INSTANCING for debug overlays
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Updated ActionJigs
Some more node types
Support deserializing system types if TypeLibrary is okay with them
Error messages in node tool tips
Added GraphView.GetRelevantNodes
Node graph HandleConfig refactor
Allow arbitrary nesting in node creation context menu
Default handle color tweak
Update Facepunch.ActionJigs
Hotload: fix before / after constraints on upgrader ordering
TypeLibrary.GetSerializedObject overload accepting a getter
Add [Flags] to DockProperty
Constant nodes
Node interface tweaks
Update() node UI after Layout() calls
Update ActionJigs
Try to get nodes to redraw on change
Post-rebase fixes I missed
Updated Facepunch.ActionJigs
GraphView.CenterOnSelection
Allow custom exception stack trace inspectors
Update Facepunch.ActionJigs
Update Facepunch.ActionJigs
Null literal node
Can get / set fields with nodes
INode.CanClone, CanRemove
Post-rebase fixes