Add Gradient type, editor, tests
https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
Don't hit gizmo hitbox if too close
FloatControlWidget observes [Range] attributes, creates a slider
https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
Add SceneModel.AnimationGraph
New Outfit Piece! - Chef's Skull Cap
https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg
LODs coming ASAP
Fix leaked resources when CSwapChainDx11 is resized
Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png
After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png
CSwapChainVulkan also flushes scratch rendertargets on resize
Add PhysicsBody.AddShape() which takes a Hull and transforms it
Fixed check for if this is first time assembly is enrolled
Call TriggerRegisterEvent before OnHotloadSuccess
This makes sure that TypeLibrary knows about the new assembly before
things like EntityManager.OnHotloaded() get called.
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture
Hammer uses same shadow atlas as everything else
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
Clean release build at 1am every day
Fix bloom being enabled by default
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
artifact game log files when running test
Write s&box.sln in unit test proper
See if we can convince it to compile editor addons during test
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
Plumb in a fix for EntityPrefabEditor entity selection
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
Fill out SceneParticles
Chef outfit LODs
Hair-net White variation
Add NavigationPath.GetPositionAlongPath
Add Gizmo.Draw.SolidTriangles
Remove all the Msg'ing when generating a navmesh
Merge branch 'master' into map-build-fix