22,418 Commits over 1,614 Days - 0.58cph!
Sort envmaps properly
Fix debug vis on Material API
https://i.imgur.com/v1jw9qv.png
Ambient occlusion debug vis
https://files.facepunch.com/sampavlovic/1b2311b1/ao.png
Fix UpdateFromPrefab() NRE when GameObjectFlags.NotSaved
Make lobby callbacks interface based, simpler, easier
New Outfit Piece - Fingerless Gloves
https://files.facepunch.com/daniel/1b2211b1/Screenshot%202024-05-22%20221155.png
LODs coming asap
RayTraceSceneWorld boilerplate
Add retry resilience to DownloadString
Allow selected mesh faces to be extracted and put into a new mesh
Add rotate and treat as one to mesh face texturing
Clear up these ".vfx" references to avoid confusion
ColorGrading: Expose to TypeLibrary, make properties public so inspector can find them (Engine classes are exposed differently than classes in projects)
Compiled ColorGrading shader
ColorGrading: Don't need these private enums, they map 1:1 with the public
When finding files to publish, also look in libraries
ColorGrading - Work In Progress
ColorGrading Post Process - Work in Progress. Temperature Mapping, Tone mapping methods. Working on per channel curves.
Work in progress update
RGB and HSV per channel colour curves, UI improvements
More WIP changes
Added per channel mappings, LUT for HSV and RGB, code improvements, ACES calculations,.
Latest ColorGrading post process and shader
Latest ColorGrading post process and shader
Removed some meta commands and tidy ups
Some '#fdefs not needed as unused Uniforms optimised away by compiler. Some white space tidy ups.
Merge pull request #1584 from Facepunch/ColorGrading2
Color grading2
Removed some meta commands and tidy ups
Some '#fdefs not needed as unused Uniforms optimised away by compiler. Some white space tidy ups.
Latest ColorGrading post process and shader
Latest ColorGrading post process and shader
More WIP changes
Added per channel mappings, LUT for HSV and RGB, code improvements, ACES calculations,.
Simplify InterpolationBuffer a little bit (internal API)
Disable interpolation during certain initialization callbacks for components
Ensure all swapchains are up to date before doing any rendering rather than when doing it per swapchain when the NativeRenderingWidget renders
Finally get rid of that renderdevice window hack that has been there forever, do SetWindowPos correctly in hostedwidget for main window
Use SizeToParent to set initial window position initially for HostedWidgets
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
rework to single layout and splitter, disable new tab creation for now
add support for per-widget toolbar actions
save/restore sceneview layout
move viewport/instance gizmo settings to EditorCookie from ProjectCookie
move save/restore viewport cookies to addon space
no reason to copy+set camera transform anymore
use active SceneOverlayWidget directly
use a single toolmanager instance
fix nudging
remove some global gizmoinstance refs
tuck camera alignment shortcuts away in camera menu
maintain layout config when toggling viewport fullscreen
remove log
temp disable copying from scene camera
camera fixes: make orthographic clipping more predictable, add smooth(er) perspective/ortho transitions, fix gizmotest widget, reenable scene camera copy
add setting to lock scene camera rotation
fix incorrectly sized gizmo hitboxes in ortho view
replace remaining direct scene camera transform accessors
tweak sprite gizmo hitbox scale in ortho views
cleanup scene tick/draw flow with multiple viewports
replace legacy global GizmoInstance
snip unneeded multi-tab leftovers
use state/gizmo settings for scene view control
replace remaining ray length with Gizmo.RayDepth
don't try to save scene-specific viewport config for untitled scenes
use alternate check for IsUnderMouse
use alternate check for IsUnderMouse
Highlight parties that are playing a game
switched shader on primary_white_* materials
Support Tint on Prop component
https://files.facepunch.com/louie/1b2111b1/FxQMscVdqE.jpg
Map Instance creates props_phys/anims/dynamic as Prop Components
Fixed - Lighting Preview cubemaps do not match the skybox HDRI itself sbox-issues/issues/5546
Revert "Fuck knows why I did this, seems to be causing problems now" - Fucked on AMD. It'll be easier to debug when we're not rendering backwards in NativeRenderingWidget
Tweak to avoid game join timeout
Lets put a social bar on the pause menu
Fix not following leader into MP game
Add justify texturing to mesh faces https://files.facepunch.com/layla/1b2111b1/sbox-dev_Nf5FGYFcJH.mp4
Add fit texturing to mesh faces https://files.facepunch.com/layla/1b2111b1/sbox-dev_4I6Ptq6CgB.mp4
Fuck knows why I did this, seems to be causing problems now
Update Facepunch.ActionGraphs
Validate download size in CodeArchive test
Retry downloads 3 times on non success status error
Bind fpxr compositor and add everything we should need to start submitting
Fetch rendering recommendations from fpxr
Remove silly hack hard-coding all our extensions, fetch them properly
don't try to save scene-specific viewport config for untitled scenes
Fix codegen error check in compiler
Was causing first build after fixing errors to fail too
Follow party into network game
Fix Razor panels erroring when using <style> tags. All code paths are already relative since CodeArchive changes. Fixes Facepunch/sbox-issues#5528
Add InteractionRange to WorldPanel component (resolves sbox-issues/issues/5550)
New Outfit Piece! - Bandana Mask
https://files.facepunch.com/daniel/1b2111b1/BJICfUHSEi.jpg
LODs coming asap
ConeEmitter: velocity direction should always be away from tip
ConeEmitter: fix distribution if OnEdge is false
Fix Rotation.LookAt(Vector3 forward)
Broken if you do Rotation.LookAt(Vector3.Forward)
Move InterpolationBuffer to Sandbox.System
Cleanup Sandbox.Game
Remove unused steamworks stuff
Fix DelegateFunctionPointer making traces slow
Add pause menu
Add Game.Overlay.IsPauseMenuOpen