20,844 Commits over 1,522 Days - 0.57cph!
Fix showing project launch errors
Add mips to texture editor
Fix GPU crash when ReadTexturePixels is provided a srcRect that exceeds texture size
Terrain: Add splatting with layers, add heightmap imports, switch to editortool subtools
Gradient editor lets you press delete to remove the selected point
Resolves sbox-issues/issues/4963
Move resize box to world space position before snapping it https://files.facepunch.com/layla/1b0711b1/sbox-dev_fVEF49E04T.mp4
Add SerializedProperty.ShouldShow()
Start reworking ControlSheet so it can hide rows when ShowIf/HideIf is set
Add gradient to user customization
Clothing item gradient
Game Object Network Mode Selection https://files.facepunch.com/conna/1b0711b1/sbox-dev_G97N4pdA3q.png
Approach this differently: let's just do a bunch of preset patterns and allow them to be scaled
Remove stuff that we're not using now
More patterns (though defining these in code feels silly)
Apply scales, clean up
Steam Audio Reflection (#1490)
Reflections are re-enabled again. Be aware that right now only "static" colliders block audio.
Lets add these incase they're needed
Add AudioMixer, Reflection performance graph
Protect against invalid transform in CPhysicsBody::AddMeshShape, fixes crash some games are having
Tentative fix for #1492
This might lead to it falling back to normal hotloads more often, but
at least it shouldn't throw.
Remove debug
Clean that up a bit
We can limit the max number of reflective sounds simulating, allowing to put a performance cap on it
ComponentFlags.NotNetworked. When a component has this flag, it won't be serialized in the scene snapshot or with a networked object when sent to other clients
Avoid throwing / catching exceptions when upgrading delegates (#1491)
Was very slow when the debugger is attached
Don't EditLog if we're not in the Editor. EditLog separate from BreakFromPrefab because we don't wanna do that just because we're spawning a networked object in a running scene.
Interpolation Fixes w/ Ownership Change (#1494)
🤞
Bounds checking in izCreateBVH to be safe
This doesn't need to be internal anymore, was leftover from testing
Return hit if maxlength < 0 (!)
Test reflection per input
Tweaks
Partial rewrite
Use audio materials
Tweak how static meshes work
I am sorry, I don't see a better way to do this
Re-using these samplers
Some sample rate math notes
I am sorry, I don't see a better way to do this
Re-using these samplers
Some sample rate math notes
Create prefabs by dragging objects from hierarchy to asset browser
Resolves sbox-issues/issues/4740
Fix show grid toggle not being checked when grid is shown
Fix open scene list not updating when opening a prefab from asset browser
Resolves sbox-issues/issues/4904
Use order attribute in component sheet to allow property order
Tweak how static meshes work
Only interp here if we're a proxy?
Add scene mesh tools https://files.facepunch.com/layla/1b0611b1/sbox-dev_Ml4FygXEwC.mp4
Test comment something out
Remove these editor checks, we want to still update the mesh while playing
Initial commit to fix interp issues and ownership change
Polygon mesh and mesh component
Better & simpler motor control
Impulse trigger preview
Haptic editor - Play -> Preview
handlebar_moustache fbx test
Motor frequency emulation
Remove unused
PWM fixes
Cleanup
Update Facepunch.ActionGraphs
Allow [InitializedBy( null )]
Fixed AG undo/redo regression
IResourceEditor.Changed event
Fix save button not enabling for custom editors
Prop Static use material picker for override
https://files.facepunch.com/louie/1b0611b1/sbox-dev_0JwGrYS8BS.png
Component definition event dispatching
https://files.facepunch.com/ziks/2024-03-06/sbox-dev_5PrSEab4Ra.mp4
Finally fixes Facepunch/sbox-issues#4716 - reloading Map Instance when recompiled in Hammer