240,800 Commits over 3,867 Days - 2.59cph!

1 Year Ago
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1 Year Ago
merge from main
1 Year Ago
phrases Fixed weapons rack typo + shared token
1 Year Ago
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Added SENT_AI:OnTaskFailed and others Added NPC:GetIdealYaw, NPC:GetArrivalDirection, NPC:SetUnforgettable Added CNavArea:MarkAsDamaging, CNavArea.IsDamaging
1 Year Ago
Fix menu button sounds
1 Year Ago
merge from main
1 Year Ago
merge from global_networked_bases
1 Year Ago
Disable RendererBatch component on all container skin prefabs
1 Year Ago
Tool to disable render batching for container skin
1 Year Ago
1 Year Ago
When showing generator under attack use infinity for MinMaxDistanceAlpha
1 Year Ago
When a generator is attacked, periodically show that team a notification and update its UI icon to pulse and change icon. Fixes #73
1 Year Ago
SourceTV fixes Player.IsBot now returns true for SourceTV master client Prevent tv_enable going beyond absolute max players
1 Year Ago
Turn BaseStyles members into a table containing type, default value, and inheritance state, generate BaseStyles.Defaults Auto-generate layout cascading based on inheritance state Use BaseStyles.Default instead of hardcoding defaults Similar to `css-defaults` branch but this does it better - so I'm deleting that in favour of this. Rather than hard-coding the default value every time we fetch it: ```cs var value = Styles.BackgroundColor ?? Color.White; ``` We should be doing something like: ```cs var value = Styles.BackgroundColor ?? Default.BackgroundColor; ``` Provide default values as fallbacks for style transitions, use LerpProperty inside BaseStyles.FromLerp In FromLerp, check if the property we're trying to change is actually changing Prevents us from stomping property changes when a transition is running with `transition: all` if you have an animation running simulataneously Move default styles into `DefaultStyles`, make everything readonly VirtualScrollPanel uses DefaultStyles Only use fallback inside Lerp functions if from/to are null Move null checks into Lerp functions, remove logs Tidy up, use same code path for lerps Refer to default values in docstrings, inherited/cascading values lerp to their initial `from` values if `to` is unset Merge fixes, Name -> TypeName
1 Year Ago
Additional fixes to particle refraction scale
1 Year Ago
Allow local packages in game menu if we are not ourself a remote package. Fixes sboxgame/issues#3614
1 Year Ago
Initial support for `calc( ... )` Length.Calc (LengthUnit.Expression), evaluate on demand Add failing test for nested calc (`calc( ... + calc( ... ) )`) Add support for nested `calc()` statements Do GetPixels inside calc functions (for percentages) Division by zero throws correct DivideByZeroException Tests & support for invalid syntax, constants (e, pi, nan), scaling percentages Remove token count check, will need to re-think this validation later Rename test class to CalcTests, clean up Check if length unit is expression & evaluate on demand Implicit eval Pass parent property values into ToYoga() for calc
1 Year Ago
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1 Year Ago
Fixed low hanging bugs, warnings and errors in terrain shaders
1 Year Ago
Progress. Secondary atlas files & naming consistency.
1 Year Ago
Fix (Rotation / Vector2 / Vector3).Random Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian Obsolete old VectorX.Random properties, add extensions to System.Random Random.FromSphere( Sphere ), Random.FromBall( Sphere ) Un-obsolete Rotation.Random, fix Angles.Random Get rid of "Unit" in random extensions, replace "From" with "Inside" Random.Rotation() / Random.Angles() documentation fix InsideSphere -> VectorInSphere etc Add `extents` parameter to VectorInCube / VectorInSquare Vector2/3.Random is now inside a unit circle / sphere
1 Year Ago
Rotation -> Angles -> Rotation test Fails because of #1250 Deal with singularities in Rotation.Angles() Fixes #1250
1 Year Ago
Merge from main -> global_networked_bases
1 Year Ago
Sandbox check more unmanaged types
1 Year Ago
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1 Year Ago
Implicit eval Pass parent property values into ToYoga() for calc
1 Year Ago
Rotation -> Angles -> Rotation test Fails because of #1250 Deal with singularities in Rotation.Angles() Fixes #1250
1 Year Ago
I didn't actually delete the debug output
1 Year Ago
Lets remove these stream extensions while they're not being used by anything since they will probably cause us some trouble in the future
1 Year Ago
Don't set ITonemapSystem ptr if tonemap is disabled on scene camera
1 Year Ago
colbalt brutalist statue greybox level backup
1 Year Ago
I forgot to remove all the debug output
1 Year Ago
Sandbox bytes to value conversions
1 Year Ago
Add SceneCamera.Tonemap.Enabled and SceneCamera.Tonemap.Rate via accessor
1 Year Ago
Noodling with nodes More noodling WIP blueprint node interface Fleshed out NodeType
1 Year Ago
Merge from main
1 Year Ago
merge from experimental
1 Year Ago
merge from main
1 Year Ago
church building greybox level update
1 Year Ago
merge form main
1 Year Ago
merge from global_networked_bases
1 Year Ago
merge from Attack Helicopter/ch47_homing_disable
1 Year Ago
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Out Of Game Rendering + Custom Map Loader Api
1 Year Ago
Fix (Rotation / Vector2 / Vector3).Random Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian Obsolete old VectorX.Random properties, add extensions to System.Random Random.FromSphere( Sphere ), Random.FromBall( Sphere ) Un-obsolete Rotation.Random, fix Angles.Random Get rid of "Unit" in random extensions, replace "From" with "Inside" Random.Rotation() / Random.Angles() documentation fix InsideSphere -> VectorInSphere etc Add `extents` parameter to VectorInCube / VectorInSquare Vector2/3.Random is now inside a unit circle / sphere Remove vmpi lib from vfxcompile