22,417 Commits over 1,614 Days - 0.58cph!
Fix steam callback crash
Fix text cannot be empty exception
Remove Compiler.OnCompilePartialSuccess , don't load assemblies on compile fail, fixes BadImageFormatException
Promote task exceptions to errors, instead of warnings
Initial commit test
Make it not dumb
ToString override
Add name for debug
Output addr
Fix exception with no camera
Some error reporting breadcrumbs/tag for identifying game package
Breadcrumb pipeline creation to see what shaders crashing us
Running out of video and system memory is a fatal error
Move all terrain attributes into 1 structured buffer, create a Terrain class any shader can use to provide things like Terrain::GetHeight( worldPos )
Use an AssetPicker for browsing terrain materials instead
Fix possible project startup NREs
Use is valid checks in rigidbody
Fix index out of range accessing backing data collision attributes
Apply aggregate tags in C# instead of this massive inline bind function
PhysicsGroupDescription grabs physics tags from aggregate backing data so they can be string token cached. This allows trace result tags to be valid because they'll be reversable by string token
Fix NRE in SceneNetworkSystem.OnLeave
Add ParticleTrailRenderer, TrailRenderer components
Add a margin to the right of component sheet, to accommodate the scrollbar
Set collision attributes on map instance collision shapes, I missed this out when switching from native aggregate instances
Stop big server lists squashing the rows, styling tweaks Facepunch/sbox-issues#5943
Stick verbose network files messages behind 'debug_network_files' convar, print elapsed time Facepunch/sbox-issues#5912
Make sure directory tree exists when downloading from server
UI: Do not render invalid texture background images
Fix missing map select button
Autoswitch to game tab when going into playmode again (oops)
Expose BlendMode
Move D_BLENDMODE to common/blendmode.hlsl - so we can pull it into other shaders easy
SceneLineObject supports texture + uvs
Disallow np2 textures, crashes the DXT compressor we use, plus disables mips etc.
CRenderDeviceBase::AsyncSetTextureData2: Fix nullptr crash with invalid rects
Don't completely fail to start with an invalid controller plugged in, needs to be properly fixed in C++ though
Don't set active scene on tab hover but still do gizmo hover interactions, drag drop etc. Avoid needing awkward 2nd input, Facepunch/sbox-issues#5728
Use same asset picker size/location cookie regardless of what control created it
Get rid of special case map picker
WIP AO to Lighting - DONT USE THIS YET
Reference package.base from libraries when publishing
Fixes Facepunch/sbox-issues#5899
Cache versioned packages separately
AssertNoGraphErrorsInScene: assert downloaded package version
Package.FetchAsync: allow fetching specific version
Disable AssertNoGraphErrorsInScene test temporarily
Added OnOrg to PackageCard and PackageList. Added basic Org Page when clicking org on Main Menu. Helps users find games made by the same creator(s).
https://files.facepunch.com/CarsonKompon/2024/July/26_01-31-CuddlyCaracal.mp4
VectorInts are fields instead of properies (like they used to) with [JsonInclude] fields
Don't make VectorInt properties readonly since some games set them already (fixes tests failing)
Asset picker: only allow multi selection if we want that
Added a lot more functionality to Vector2Int and Vector3Int. Much more in line with their floating-point counterparts now, only including what makes the most sense for integer values. Also added documentation/summaries to everything. Resolves Facepunch/sbox-issues#5254
Fix Vector3Int converter error
Stop prefab source widget changing value and closing picker before a selection has been submitted
Asset picker: will now grab/install remote cloud assets when selected (fixes Facepunch/sbox-issues#5904), improved validation so you can only select resource types you're supposed to
Expose particle DeathTime, so effects can use it to do calculations
Fix ParticleSpriteRenderer error when no texture defined
Add ParticleEmitter.RateOverDistance , overrides for manipulating burst count, rate count
Fix Vector2.Json serialization only loading x value when supplying string as json object and not number array. Also updated function summaries that said "vector4" instead of "vector2"
Vector2Int and Vector3Int values now serialize to/from JSON properly. Resolves Facepunch/sbox-issues#5821
Created Vector2Int/Vector3Int ControlWidgets. Resolves Facepunch/sbox-issues#5606
Fix new game objects created thru heirarchy context menu always spawning at 0,0,0
This only needs to be a warning
Prefab preload: preload into a dummy scene
Revert "Populate Json reflection cache in Json.Initialize"
This reverts commit c0f2f57fc0a12a43ca0b73f3e3bf934a260bd69b.
We don't need this if we preload prefabs
Preload all prefabs when loading a scene
Add ParticleModelRenderer
Restore skeleton compile to how it used to be, we're missing optimizations by just keeping every bone no matter what
Fix LineRenderer bug
ParticleFloat, ParticleGradient have evaluations where you pass in the particle , which reduces the risk of fucking up the parameters
Move ParticleRenderer's into own folder
ParticleController has OnParticleCreated
Add Particle.BaseListener - allows creating of classes that run on particle create, update and destroy - with instance data and guaranteed destroy
Add ParticleLightRenderer
Fix bug in capsule tracing, fixes picker in modeldoc when using capsules
Fix IBL not working, Transparency in AmbientColor is used to lerp between artist's decided flat color and IBL/GI, defaults to GI
AmbientLight component defaults to Gray color
Don't implicitly set zfar as infinity, if we want to do so we can do from C# side, but make it respect what we pass as zfar