20,823 Commits over 1,522 Days - 0.57cph!
Get rid of ICSharpCompiler, tools can use the Compiler and Microsoft.CodeAnalysis directly
Fixed GameDebug button being cut off awkwardly (resolves sbox-issues/issues/5490)
Restore play mode toggle shortcut while focusing the game viewport
CollisionRules cleanup to make it queryable in C#
Make ITagSet implement IEnumerable<string>
PhysicsTraceBuilder / SceneTrace WithCollisionRules
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
ActionGraph: don't qualify type names by assembly name
Fixes Facepunch/sbox-issues#5473
Revert to NativeRenderingEngine hack, still need to deal with edge cases, I'm debugging it better
Handle RootNamespace option in SimpleComponentTemplate
Expand and expose SystemInfo
* add cpu and ram info to Hardware, expose to api
* Rename Hardware -> SystemInfo, add ProcessorCount
Wrapped method resume will get async keyword when wrapped method has it
Fix tests
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
Rigidbody interpolation mode (def: Interpolate)
ImpureAttribute to compliment PureAttribute
Facepunch/sbox-issues#5499
Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855
Wrapped method resume will get async keyword when wrapped method has it
Expand and expose SystemInfo
* add cpu and ram info to Hardware, expose to api
* Rename Hardware -> SystemInfo, add ProcessorCount
Merge branch 'master' into networked-model-physics
Initial experiment with networked Model Physics
Expand and expose SystemInfo
* add cpu and ram info to Hardware, expose to api
* Rename Hardware -> SystemInfo, add ProcessorCount
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
Test branch for only interpolating transforms set in Fixed Update for Rigidbody, with backwards compatibility for Character Controller - but output warning when using CharacterController.Move within a Fixed Update context that it should be called within OnUpdate instead. This is all separate to networked transform interpolation which remains untouched.
Use Present() which also has logic to handle swapchain size changes for widgets than HandlePendingSwapChainResize()
Fix shitty hack on RenderScene()
Fix scene mesh export not remapping face indices
Remove AddGameWithPackageBase test - this is no longer supported
Fix hotload fast path not using fast hotload
CollisionRules cleanup to make it queryable in C#
Add WithCollisionRules method to SceneTrace, PhysicsTraceBuilder
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
Fix unit tests not finding system assembly refs
Add Sandbox.Filesystem and Sandbox.Compiling
Mark citizen IK bones as hidden so gameobjects aren't created for them
Bone gizmos https://files.facepunch.com/layla/1b1211b1/sbox-dev_JyFl9Jtw4A.mp4
Change GetShadowDownsampleLevel to calculate based on the percentage of how much the light is visible on the screen rather than distance heuristics, also adjust CalculateSpotResolution and increase base value
Invalidate light cache when a light moves
Clean up, move everything into OpenXR class
Workout bones and attachments on first set model
Sidebar menu and links are now components
Some DOF shader optims - Work in progress
Some DOF optimisations including eliminating trig from pixel loop.
This is Work in Progress, could do more optims here.
Set up GameTile component and Genre Tile icon support
Log session state info
Environment blend mode logic
View configurations, create swapchains
Added CharacterController.UseCollisionRules bool
Can query collision rules through PhysicsWorld
SceneTrace.WithCollisionRules( string tag, bool trigger )
Added CharacterController.UseCollisionRules bool
Fix Json.SerializeAsObject handling indexers
Poll for all events (defined in https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html#_xrpollevent)
ApplicationRunning default
Clean up
Bend over backwards to give OpenXR the exact vulkan instance it wants
Remove hack & fetch instance extensions properly
VRSystem has state, logical split for instance/session
Basic event loop polling
Handle session events, begin/end session
Log unhandled events
Can query collision rules through PhysicsWorld
SceneTrace.WithCollisionRules( string tag, bool trigger )
Added CharacterController.UseCollisionRules bool
Read bone positions to GameObjects on first frame animate
winter coat and trapper hat LODs
vtf project unused
Save Scene default path is assets path
HtmlEncode code-generated descriptions (so it can convert &, etc..)
Backport new SceneSystemWellKnownTextureObjectID_t textures
Backport LightProbe from main, remove debug stuff (we handle it our own debug vis )
Add ability to drag and drop decal materials into the scene (https://files.facepunch.com/devultj/1b1011b1/sbox-dev_3sOvpxNACW.mp4)
Add ability to grab underlying shader name from Material
Whitelist System.Private.CoreLib/System.Type.GetTypeCode( System.Type )
TypeCode is already whitelisted, so no need to do that too here.