20,835 Commits over 1,522 Days - 0.57cph!
Cast shadows of non culled lights, not culled lights.. wtf?
Only debug draw actual shadow casters, add spot light debug drawer
Add append shadergraph node
Allow node result functions to spit out errors
Make AssetInspector an InspectorWidget, fold multiple inspector into it which hadn't worked for a while
Fixes Facepunch/sbox-issues#5372
Fixed left trigger actions never being found
ActionGraph editor tabs (Facepunch/sbox-issues#4491)
ActionGraph editor tabs (Facepunch/sbox-issues#4491)
Error list now shows messages from all open graphs
https://files.facepunch.com/ziks/2024-04-16/sbox-dev_aRXgE6cHMs.mp4
Build queue before copying (so we get compiled assemblies)
Temp copy video.json (because I'm sick of it launching in fullscreen)
Split out data dir and game data dir
Don't need to save off absolute game data path, just use relative path
Temp copy some more stuff
ActionGraph editor: View menu
Fix raising an existing ActionGraphView
ActionGraph properties panel refactor
Don't hard-code these paths, do all setup inside StandaloneAppSystem
Standalone wizard shows basic ETA
Better ETA
Mount everything we need, gets us as far as at least loading scenes (even if they're missing all content)
Include gamecontrollerdb.txt in standalone build
Action graph editor layout fixes
Cull after, ensure move direct to last tx if query out of time but entries remaining
Only show the considered lights in the debug view, we don't cull the unconsidered lights so it'd show them as unculled
Fix Asset.CompileIfNeededAsync getting stuck
Compile all non-existing and out-of-date assets on project startup
Opening project progress gets reported to splash screen
Bunch of resources that were out-dated
Dead code
Include library dll in publish
Move addon asset locations, fix tests
Fix not mounting base/citizen
Fix nav mesh generate trying to add bodies with no shapes
We should be able to get away with not copying these manually, asset system should handle it
We need a few files from core, though
Clean up, slightly improved wizard
Use a mono mix buffer without volume scale to process lipsync, allows sound with zero volume to still drive lipsync
Fix concave shapes not combining friction and restitution
Move culled lights list for shadow culling to lightbinner rather than shadowcache, lightbinners are guaranteed to be per view (first order, first served though), this lets multiview work for culled lights
https://i.imgur.com/JwxhgOJ.png
Fix paths, temporarily copy sbproj
Load from manifest, un-hardcode paths
Initial standalone build wizard
Standalone player exe
Export into `data\`
Copy all the stuff we want from core, base, citizen, bin
Application.IsStandalone, don't try to load menu project if standalone
Move ActionGraphExtensions to its own file
First pass at multiple ActionGraph tabs per editor window
code now needs to be in Code subfolder, assets need to be in Assets subfolder (hard coded and removed option to change)
Editor and UnitTest folders should be in the root of the project
ActionGraph: Fixed dragging out a signal reroute node
Yield in RenderThumbnailAsync to avoid Qt errors/crashes
Fix trying to create layout in MixerDetail when a layout already exists
ActionGraph: clear properties panel when selected node is deleted
Yield in RenderThumbnailAsync to avoid Qt errors/crashes
Fix trying to create layout in MixerDetail when a layout already exists
Remove unused args
Create libraries folder
Libraries basics
Scene ref gizmo: only use weak references to graph elements
So references from deleted graphs will hide
Fix crash when drag-dropping .sbproj into launcher
Restore backward compat LerpTo
Some extra docs + let's call it Query to match the other class
Test
Clean up - use TransformInterpolate class
Can't modify transform if we're a network object root and a proxy - we must stay true to network transform target
Hook up Interpolation enable/disable from Inspector. When Owner calls ClearInterpolation, set a bit on the update msg to have other clients do so as well. Hook up Network.Interpolation and Enable/DisableInterpolation() on the accessor.
Fix to allow interp property to be set by GameObjectHeader
Serialize the interpolation bool with GameObject
Combination of fixed update interpolator and networked interpolation buffer. Working nicely
Combination of fixed update interpolator and networked interpolation buffer. Working nicely
Expose game controller count to public API
Scene reference debug view (Facepunch/sbox-issues#5161) (#1508)
Fix shadergraph render option popup not constrained to screen
Cone intersection for tiled light culling
Bloat cones a wee bit, still do sphere culling for point lights
enum support for VFX HLSL
We dropped DX11 support so we can support it without a worry
microsoft/DirectXShaderCompiler/wiki/Language-Versions#hlsl-2017
r_gpu_shadow_culling cvar, parallelize static light visibility tests
Tattoo and Makeup Variations
Makeup has colour selector options available. + small fixes to hair cap material files.
Update stereo-related camera properties explicitly, rather than bundling in with UpdateSceneCamera
Editor scene camera ignores VR settings, only blit for stereo cameras - prevents weird ghostly stereo blit
Scene reference debug view (Facepunch/sbox-issues#5161)