22,417 Commits over 1,614 Days - 0.58cph!
Fix NRE on collider destroy
Move keyframe colliders pre physics step
Include hotspot coords in LoadCursorFromFile
Fix camera getting trashed on reset
Set some defaults on model renderer properties so we don't trash the component on reset
Implement native loading of cursors from image ready for when we want to hook it up
HingeJoint.Angle is in degrees
Don't automatically add world tag to map collision, let the user decide that
Add tags from gameobject to map instance collision
Update map instance collision tags on tags change
Add some useful state getters to hinge joint (Angle, Axis, Speed)
Shadergraph: Allow custom file ext in texture nodes
Shadergraph: Add Mod (%) node
Remove unneeded command line args
Make sure the first time a sound is played, random is actually random, not starting at zero, only forward and backward start at zero
Support SoundEvent selection modes (forward, backward, random, random exclusive)
Bone null checks in TryGetBoneTransform
SkinnedModelRenderer - add string based bone getters
Fix GetPlayerStats caching wrong
LocalFileSystem cleanup
Update shaders with stencil state versioning https://files.facepunch.com/sam/1b2111b1/ZCuq7swn9v.png
Reverse-Z Compatibility: Serialize depth stencil state version and reverse the depth comparison of old shaders
Generate AssemblyDefinitions
Component editor
Added type definition records
Property, Method emitting
Emit events
WIP generate AssemblyDefinitions
Default ambient color on SceneThumbnails
Add padding to buffer
Fix IBL not applying to transmissive
renderdevicevulkan: enable reverse depth
Reverse the DepthFunc on all shaders GREATER <-> LESS
gizmo_grid: reverse manual depth bias
We need to change the depth clear value from 1->0 (in 3 different places of course)
Recompiled core shaders
Fix r_depth_debug
Default RenderState DepthFunc to RS_CMP_GREATER_EQUAL, makes shaders without a RenderState set default to it
https://files.facepunch.com/sam/1b0711b1/tt3.png
Readjust depth bias on debug shaders for reverse depth
Fix shadow in reversed depth
https://files.facepunch.com/sam/1b0711b1/tt2.png
Adjust depth bias for gizmo shaders for the increased depth precision
Tiled light culling with reverse-z
SSR with inverted z ( Way more stable )
Fix (3D) Skybox with inverse depth range
Fix SSR backtracing on reverse depth
Remove shadow depth bias from shader, it should be controlled by shadow matrix on lightbinner
DoF with reverse depth
Shaders for reverse depth
Fix glass and decal overlays depth bias
Shaders with depth bias fixes
Add shadow depth bias on matrix
Compile UI shaders for inverse depth
Reverse depth comparison on the sampler rather than on the shader for shadows, makes this more lean
Fix SSR backtracing and confidence check ( and Depth::GetLinear() )
https://files.facepunch.com/sam/1b1111b1/cxXjDfQ2g5.png
Update shaders
Update Zio to 0.18.1
Fixes Facepunch/sbox-issues#5683
Fix load/delete window layout menus being swapped around (lol)
Default ambient color on SceneThumbnails
Null checks on Scene.AmbientLightColor
AmbientLight component is killed, update Obsolete documentation
Add padding to buffer
Fix IBL not applying to transmissive
Remove AmbientLight component, just pass to scene, make it a property
Scene view: whack up 2d view zoom speed, properly clamp zoom to sane limits
Support tga and psd image loading
Bring back image asset preview with fixed tga and psd support https://files.facepunch.com/layla/1b2111b1/sbox-dev_t0gYLg8tdd.mp4
Add angle/grid snap increment spinboxes for custom values, Facepunch/sbox-issues#5691
FPArms: move_groundspeed to move_bob (0,1)
Fix NRE when removing a element from a collection, resolves Facepunch/sbox-issues#5621
DictionaryControlWidget: fix not being able to create new dictionary element if the key hasn't been initialized
Add "Clear Console on Play" preference, resolves Facepunch/sbox-issues#5615
Fix shift click multi-select no longer working in viewport, resolves Facepunch/sbox-issues#5698
Scale lod switch distances by scene object largest component scale so that lods work properly when things are scaled
ModelDoc: Report errors for missing prefab target files
Remove remains of CSoundEvent
Don't transform rigidbody physics on interp transform change (why are we calling this?) we only want to directly set physics body transform if someone directly changed the game object transform !!
Move collider keyframe body move to fixed update
EditorPreferences.CameraZNear minimum range 1 please stop
Resolves Facepunch/sbox-issues#5696
Box select works in ToolVis modes (ui_cssbox shader)
Resolves Facepunch/sbox-issues#5699
FPArms: improved shared jump/airborne/land animations
Possible fix for some code changes being ignored when using VS
Facepunch/sbox-issues#5683
Add Application.HoveredWidget
Hide EngineOverlay if the game isn't visible
Fix SceneViewport hasmouseinput logic
Initial VR scene for main menu
https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png
Add Transform.ForwardRay
Fix editor not finding resources in libraries
Add GameObject.Clone( prefabPath )
Add copy/paste by right clicking property labels
Can set animgraph bool params using numbers
GameEditorSession stores the session that spawned it
Add SceneEditorSession.Resolve, GetParentSession
Can right click properties in game session and apply their tweaked values to editor session
Scene view: proper icons for layout buttons Facepunch/sbox-issues#5676
OpenXR backend for VR (#1600)
Treat Facepunch.XR fail results as warnings
Update Facepunch.XR to 1.0.0
Restore object de-select by clicking empty space, and not dragging, resolves Facepunch/sbox-issues#5680
Use camera frustum depth for dragdrop trace, fixes Facepunch/sbox-issues#5678