240,003 Commits over 3,837 Days - 2.61cph!
Added DragData.OfType<T>(), DragData.Assets helpers
Asset drag & drop into AG editor
Asset drag & drop into AG editor
Close the fallback menu if the real one was too slow to load but did
Close the fallback menu if the real one was too slow to load but did
Added parameterless Asset.LoadResource()
Added DragData.OfType<T>(), DragData.Assets helpers
Asset drag & drop into AG editor
Fixed nullable parameters in nodes
Fix warning when dragging non-text
Package.FormatIdent
Added default Resource.ToString(), Component.ToString()
Format matches GameObject.ToString(): "<type>:<name>"
Anti crash safeguards for spawning ragdolls
Avoid Lua errors with Spawnicon editor / Adjustable Model Panel when the entity is invalid
Prevent clientside entities spawning but being inaccessible at entity limit
Anti crash safeguards for spawning ragdolls
Avoid Lua errors with Spawnicon editor / Adjustable Model Panel when the entity is invalid
Prevent clientside entities spawning but being inaccessible at entity limit
Added public HasImplicitConversionTo / From extension methods
Pass mouse events from labels to the plug, fixes #1465
https://files.facepunch.com/ziks/2024-02-22/sbox-dev_30vniCtdgM.mp4
Can create variables by right-clicking inputs
Add "Use Labeled Output" menu on input context menu
https://files.facepunch.com/ziks/2024-02-22/sbox-dev_5qn6eAweBY.mp4
Fixes #1464
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ModelForm support for enum
Contest Add
ModelField fixes
Asset list pagination
Contest table update
Add component projects directly
Contest page, view and edit
Contest view page (foundation)
Added Rust/Particle ASE template with base soft particles and screen masking support
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Reserialized more materials
Disabled gnb shader instancing variants
Compile fix (removing unused "using")
merge from nightlight_shader
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Update BaseWeapon.Effects.cs
Screen Panels are rendered after all cameras, instead of being overlays of main cameras - fixes sbox-issues/issues/4664
https://files.facepunch.com/tony/1b2211b1/sbox-dev_3GOBPSIXii.png
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Changed IndirectLighting class a bit to make it implicit
Package.FormatIdent
Added default Resource.ToString(), Component.ToString()
Format matches GameObject.ToString(): "<type>:<name>"
Added parameterless Asset.LoadResource()
Added DragData.OfType<T>(), DragData.Assets helpers
Asset drag & drop into AG editor
https://files.facepunch.com/ziks/2024-02-21/devenv_fMDnNTpFdd.mp4
Use new DragData helpers in Component / GameObject controls
Fix warning when DragData has no text
Increase scientist spawn radius
programmer art car
new camera
Separate car rear/front wheel grip tuning
Update dev scene
Clear dirty framebuffer region when popping a UI layer
sbox/issues/1461
Header, background override
DisconnectAction -> NetworkOrphaned. Same terms everywhere else. Add NetworkOrphaned.Random - randomly assign owner when owner disconnects - route this through the host though
Added additional scripts to the SkinViewer cam that the IconRender cam has. Added indirect lighting singleton in SkinViewerTest and MenuBackground scenes.
Make turret scene walls static