- Added Sandbox.Test.Unit project (contains independent tests that can run in parallel)
- Modify some slow/stress tests (e.g. instead of doing a million iterations settle for 10k).
Tests run almost twice as fast now.
* Stop generating solutions via -test flag add -generatesolution
* Add TestAppSystem remove Application.InitUnitTest
Avoids some hacks and also makes sure our tests are as close to a real AppSystem as possible.
* Add shutdown unit test
shuts down an re-inits the engine
* Properly dispose native resources hold by managed during shutdown
Should fix a bunch of crashes
* Fix filesystem and networking tests
* StandaloneTest does proper Game Close
* Make sure package tests clean up properly
* Make sure menu scene and resources are released on shutdown
* Report leaked scenes on shutdown
* Ensure DestroyImmediate is not used on scenes
* Fix unmounting in unit tests not clearing native refs
* Force destroy native resource on ResourceLib Clear
- Now supports drawing on a BaseLayer and OverlayLayer
- Terrain Tools displays a material palette in a sidebar
- Added C# API to sample terrain material at a given position
- Can now import multiple splatmaps at once mapping to texture indices ( [0, 3], [4, 7], etc.)
https://files.facepunch.com/antopilo/1b0511b1/sbox-dev_An6nbxpqe3.mp4
Recreating it works fine on Intel GPU, no issues on validation but didnt work on other cards, there is a better way to do this from native without dangling around
Fixes https://github.com/Facepunch/sbox-issues/issues/9675
* Fix debug overlay text not rendering
* Moved transform init out of native block and improved comment for clarity
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Co-authored-by: Andy <10728824+andy013@users.noreply.github.com>
* Make MSAA setting work on editor SceneRenderingWidgets
MSAA settings never worked with editor viewport, only on game tab, now with playmode it always takes highest MSAA value from hardware regardless of what
Two things from this PR:
* Pass current engine MSAA setting when creating SceneRenderingWidget swapchain
* Add callback when video settings are changed, recreate swapchain when so
Replicates fine for all SceneRenderingWidgets, applies instantly
https://files.facepunch.com/sampavlovic/1b0311b1/sbox-dev_bjEMrrYe71.mp4
* Push RenderMultisampleType_t nMSAAAmount on interop
* Fix default %project%/Assets/ location when saving prefabs + scenes
* Display error message box if it's not a valid assets location
* Tweak "File > Save" enabled conditions to match if they'll do something
* ci triggers win64 and linuxamd64 workflows
* workflows upload their artifacts to gha
* sync workflow is on it's own runner and downloads the artifacts,
it then builds the filtered repo and uploads a full manifest to r2
* remove sync step from Deploy pipeline
* disable force push, the history should always match