243,481 Commits over 3,898 Days - 2.60cph!
v_m4a1: added "bayonet" bodygroup
Disable launcher maximize button
LineEdit for creating new actions instead of having to edit the action afterwards
https://files.facepunch.com/tony/1b0411b1/sbox-dev_duZ3bhoZdb.png
merge from monitor_looping_gesture_fix
merge from roadside_electrical_lodding
Potential fix for potential unlock UI bug.
merge from hood_and_cuffs/IsMapBlockedByHood_nre_fix
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When adding an input action, add it to the final group, not "Other", less annoying
Hill cliffs progress
Rescaled details on coastal cliffs
Materials tweaks
File cleanup
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Detangle all this from Cubemapper, make it able to render inline rather than on a render block
Redo update strategies from envmapprobe, much simpler, works everywhere now
MapInterface.IsMapBlockedByHood sentry NRE probable fix
merge from retroTC_NRE_fix
Fix player angles serverside while in vehicle not matching client
Also fixed GetPassengerSeatPoint returning wrong values for vehicles without ACT_IDLE, such as the chair models, now will select first sequence.
Fix Depth::GetWorldPosition dividing by zero on skyboxes, pass epsilon to it
use Depth::GetWorldPosition on Motion Blur, fix darkening/overbrightening of it based on sample count
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player update. exported sks anim set
Allow dropping weapons in retakes
Instant defuse for retakes if safe
Don't occlude C4 beep
Try to fix GitHub screwing us over
Added versions of ghost sheet and dracula cape without burst cloth rig
Added proxy cape models
Merge hlmv crash fixes from CS:GO
Related to high poly models and the debug rendering modes
Remove gmod_xp.exe from the build process
It's time to bury it
Fix? flex bone drivers in-game
Made the flex bone driver code mimic the code from HLMV, which basically includes special case for BONE_USED_BY_BONE_MERGE
Added a new option to HLMV Flex tab for $boneflexdriver preview
It will move Flex sliders live as the animation plays
Fix retakes loadouts, and add a few more
Fixed cl_steps having its minimum changed from 32 to 16 and defaulting to 16 on the server, then sending that to the client
Remove VR suffixes from enums
Split Input.Vr.cs out into separate files within a VR folder
Add color picker to settings https://files.facepunch.com/tony/1b0411b1/sbox-dev_IpkQOc3g5h.png
Don't try to compile shaders that have missing source files
Update menu scene
Hand tracking elements
Pull velocity up into TrackedObject, calculate manually
Move input related enums into their own files
VRController -> TrackedController
Remove TrackedControllerType, HMDType - not supported by OpenXR
VR anchor sets Input.VR.Scale based on transform scale (so that IPD matches)
Remove `Finger`, `FingerValue` already exists
set dressing progress backup
static (unusable) version of the car lift
various material tweaks
Add ListControlWidget handle context menu with duplicate option
Reverse Z (#1581)
Every other modern engine uses a reversed depth buffer,
Unity DX11+
UE4+
Godot
It brings a massive improvement to depth buffer precision helping to prevent z-fighting and other depth precision issues.
Source 2 has always had support for it but was not forced because of DX9.
We should have turned this on long ago and will have to rip the band aid off at some point. It will break peoples custom shaders.
The other ways their shaders would break that I'm unsure if we could provide compatability are rare:
Interact with the depth buffer directly or through Depth::Get etc.
Perform operations in clip space like gizmo_grid.shader does.
I don't see why we'd ever change clip space direction again after this.
Setup for all weapon rack types.
Pegs.
Bloom2 WIP
Work in progress C# component Bloom.
Process particles in a GameSystem, all at the same time, to benefit from multithreading
DynamicSceneObject can take vertex span instead of one at a time
Fix NRE in Collider.RebuildImmediately
Fix SoundEvent.GetNextSound random not using the full range of sounds
GameObjectSystem metrics
Look for eligible types in ResourceControlWidget, so it works with inherited types (resolves Facepunch/sbox-issues#5609)
https://files.facepunch.com/tony/1b0211b1/sbox-dev_YJS6hP69DC.png
Start pending components before physics step - fixes physics step running before joints are created
ByteStream Rewrite (#1610)
* Added failing ByteStream stress test
* Rewrite ByteStream to use Span / ReadOnlySpan where possible
Add basic support for using right CTRL/SHIFT keys for input actions, I didn't include RALT because my keyboard doesn't seem to work with it (resolves Facepunch/sbox-issues#5506)
Update Facepunch.ActionGraphs
* Optimization when cloning
* Nicer error messages with invalid pure methods (Facepunch/sbox-issues#5743)
Fixed Facepunch/sbox-issues#5752
Fix OnComponentUpdate / OnComponentFixedUpdate not running
Allow model inspector to preview animations https://files.facepunch.com/layla/1b0211b1/sbox-dev_fdrQka7PNG.mp4
Dictionary control widgets can't be edited when readonly
Hotload: Skip some System.Text.Json types
Fix some files (.razor) not opening in code editor from compile status window
Simplify scene ref gizmos, fix leak when closing scene
Terrain can import splatmap from png, tga, jpg, psd
Remove SceneFile.LastSaved, use existing hash check to check for external changes for scenes, much cleaner
Add algorithmVersion to vtex crc if GGXCubeMapBlur
Increment sky shader version, forces material rebuild, which forces a texture rebuild
Restore Toggle Gizmos shortcut (not sure if this was done on purpose)
Fix incorrect min max for int AnimParam
Add option names to enum AnimParam
Package.Type.Gamemode becomes Package.Type.Game
Can publish any asset, scene + prefab previewers
Published assets can optionally include source files
Fix Warnings
Fix GetParameterInt and GetParameterFloat not working for ANIMPARAM_ENUM
Preview animgraph parameters on model preview https://files.facepunch.com/layla/1b0311b1/sbox-dev_orVYPmENxI.mp4
Make sure any scene light properties ask native for their value so they can never go out of sync
Add binds we'll need for sceneobject serialization
Bind light desc so we can create a light directly from desc
Merge branch 'master' into reverse-z
Revert changes to sky.shader now that g_flFarPlane has the correct value in reverse-z
Generator mesh normal fix
Add Page.SubFooter, clean up some footers on pages
Fixed origin/attachment materials
Created sprite_sheet_grid which draws over the spritesheet import preview
Import Settings Groups
Importer window shows importing image
Remove unused shaders and renamed main shader & material to "sprite_2d"
Spritesheet Importer Overlay Buttons
Fixed transparency issues with spritesheet importer
set dressing progress backup
manifest update (so residential door displays correctly