20,825 Commits over 1,522 Days - 0.57cph!
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.
Update DepthOfField.cs
FocalDistance approaching zero was causing a numeric issue and assert.
Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440)
Move Recent Scenes into its own section between Save All and Quit
Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png)
Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg)
Shadergraph: Add world space to tangent space to TransformNormal node
Add Mesh.UvDensity, needs to be calculated for texture streaming
Calculate uv density for scene meshes
Shadergraph: Add tint color to render options https://files.facepunch.com/layla/1b1011b1/sbox-dev_ELn53pVfKS.png
Shadergraph: Add Tint node to grab the tint of the sceneobject
audio, spacing and styling tweaks
sidebar styling, shrunk a few fonts & spacings
Add game jam view, use Page component
Page Header, Button styles and Game Category buttons
add support for multiple scene views, orthographic scene views, and configurable grid axis
add keybind to cycle camera plane around selection
refactor bits into SceneEditorViewport, re/store gizmo settings alongside viewport cookie
Page Header restyling
game category styling
Create Vulkan graphics binding for OpenXR, pass to session
Declare OpenXR graphics requirements for render devices
Temp - environment variables for openxr validation layers
Properly init XrGraphicsRequirementsVulkanKHR
Fetch required extensions
Page component can power a page
Changed play button bind back to F5
Page component with header and hero nested
Rate limit leaderboard queries
Start cleaning up menu bar
OpenXR handle management tweaks (need to work on this a bit)
Treat handles as pointers
Add GameObjectFlags.ProceduralBone
Serialize GameObjectFlags, but selectively read them
SkinnedModelRenderer sets bones directly, reads back procedural bones
Make procedural bones a different color. allow toggling in inspector
Download bones on main thread
Try to avoid TransformChanged() getting called for each bone on animation
When setting bind pose, also reset the animhelper
Add SkinnedModelRenderer,ClearParameters
Fix one frame without procedurals
Obtain system ID, create session
Instance properties, destroy instance on shutdown, spin up debug messenger thru XR_EXT_debug_utils
Remove AmbientLightSH from lightbinner, Directional Light doesn't control ambient color anymore, this is a visually breaking change, I'll see to put a better replacement to existing things
Set skybox as global cubemap
Be able to sample cubemaps from any resolution, use diffuse cubemap as diffuse indirect illumination if no GI in scene
PageHero component, settings page design
EnumControlWidget: Use Title instead of Name in PaintControl
Move pixel.raytrace.ssr.hlsl to ScreenSpaceTrace and make it a class, move crap from it to be all shared
More adjustments for screenspace shadowing, fix valid hit test always returning true
Fixes to restore some old and intended behavior, additional documentation
game-tile component css
page header styles, social bar, game tile
use textentry for chat
party group & side nav tweaks
README: Link to docs, remove old docs, unrequired prerequisite
Add GameTransform.DisableProxy(), to disable the proxy in a scope.
Create TransformProxyComponent, which allows components to override the transform of a GameObject in a non destructive way.
Fix NRE in Component.Scene, Component.Transform
header, game list and sidebar changes
Fixed blendable shader error (restore ComputeBlendWeight method), push new compiled shader
Add Rotation.FromToRotation (fixes sbox-issues/issues/5243)
This shiz is confusing - try this
Genre component and game-list component
columns, column grid system
Attempt to make gradients match their web counterparts a little more
This isn't perfect and we should really investigate the root cause
for this: sbox-issues/issues/5477
Stub out everything VR-related, remove calls to SteamVR functions
Initial bindings, init API, fetch & spew extensions
Renamed "Normal" SceneCameraDebugMode to "Lit", expose Roughness vis mode
button component
page header, home page tweaks
start bringing the new UI elements into new branch
vtf project unused
TerrainMaterial resource: custom compiler that generates 2 packed vtex_c from input images
Add more game tests
Revert "Delete GameManager (has been replaced by Game for ages now)"
This reverts commit 2f830e304e4c35781aacfe7577fb52ef02a84a7f.
Add more game tests
Add noblockaudio, player to default tag selection
Shadergraph: Named branch nodes are attributes