248,697 Commits over 3,928 Days - 2.64cph!
Add missing conversion formy-up to z-up for navmesh
Added to GetClosestPoint & GetRandomPoint
Don't show recompile button for assets that don't have source files
Refresh collection for list and dictionary control widgets if collection has changed - Fixes game resources not saving lists after first save
Mac: Fix sed and FILE struct for mac, should work on linux too, I'll double check, getting this to boot on mac/linux again and slowly trickling this branch to master
Forgot to make some enums internal whoops
Move navigation from C++ to C# (#1752)
Replace C++ version of detour & detour crowd with a C# version.
Managed version should behave exactly the same as the native version.
If not, please yell at me.
Achieved by using dotrecast as base
- Refactored the shit out of it
- Optimised it, so the managed performance comes close to the native version.
Navmesh generation (recast) is still in C++.
Add Facepunch Copyright to comply with zlib license
Improve cycle detection
Format
Obsolete GpuBuffer.UsageFlags.Counter, Structured and Append both have it automatically, this flag was only for D3D11. Both VK and D3D12 behave the same way for this.
Fix out of bounds in overlappoly
Hacky path cycle detection
Don't apply cubemap fog to camera if it's render excluded
Don't apply skybox tint to cubemap fog if it's render excluded
Fix envmaps not checking view tags - Fixes skybox with indirect lighting not being able to render exclude
Dirty render of scene cubemap on EnvmapProbe tags change, it's probably needed
Whitelist System.IParsable
Closes Facepunch/sbox-issues#7253
Whitelist System.UInt128
Closes Facepunch/sbox-issues#6892
Whitelist a few assembly attributes a library was using
Leaderboard backup, run #
16517
show more leaderboard entries
transform api changes
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Shadergraph: Make enable shadows option work again
Fix scene rendering widget incorrect gizmo cursor ray when using different DPI
Couple of NRE fixes from reported exceptions
RandomSoundStart NRE fix
CardDeck.Pop exception fix
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Vulkan: Structured buffers also have a UAV hidden counter
Start removing unused from native asset preview system
Fix crash trying to load invalid base_model_resource
Leaderboard backup, run #
16493
Apply cubic scaling to motor max torque
Bounding box calcualtion for spline components
Build physics aggregate with initial scale so ModelPhysics can at least spawn scaled (no dynamic scaling)
Leaderboard backup, run #
16480
Delete public/renderablesystem there's nothing in here
Delete texturedictionary.vpc
Delete inputsystem.vpc, this was moved to engine2
Delete these unused files from tier3
Add GpuBuffer.UsageFlags.Counter for usage with structured buffers
Enables IncrementCounter and DecrementCounter in HLSL
Can also use GpuBuffer.SetCounterValue and GpuBuffer.CopyStructureCount
These both previously and still do work with Append buffers
Added default 0 offset parameter to GpuBuffer.CopyStructureCount
Delete resourceinfo utils project
Delete surface properties compiler
Delete post processing compiler
Leaderboard backup, run #
16469
scaffold tarp material, tileset progress, plywood track material tweaks
Leaderboard backup, run #
16459
music stuff and curse stuff
updated spritetools
Delete itoolclientsimulationapi, itoolgamesimulationapi and everything that goes along with it