241,185 Commits over 3,867 Days - 2.60cph!
Added Specular Multiplier color property to Deferred Decal shader
Typo fix in asset.party package publish successful
Setup missing prevent building
Fixed gradient ui styling
I remembered the magic trick
v_usp: changed on-screen position to be a bit closer, higher, and a slight roll to the left. Also fixed bones for IK intermediaries in animations
Add Input component, accepts System.Enum Value w/ two-way binds
ComputeShader.Dispatch: Remark about thread group size being automatic
CRenderThreadDx11::OnReadBuffer: staging buffer needs to be the same size as the buffer to read, otherwise partial or offset reads silently fail
Use Switch in SettingsPage
Add Switch component w/ two-way bind
Make Entity.InitializeAsClientEntity do nothing and error no halt when used
I don't think anyone uses it anyway, as it is very crash prone.
Fixed crashes due to EnableCustomCollisions/PhysicsInitSphere
Clamp physics forces phys_torque applies
Don't query for games for now
For now use ShowPackageSelector modal instead of our own inline element
Removed unused MapSelect component now
Use Value:bind for ServerName text entry
Add ServerList / ServerListRow, not styled
Fix mouse snapping back when in relative mode
Disabled support for emoji's in usernames, causes various rich text parsing issues
Partially fixed some parsing issues when inserting rich text tags into the chat box (they aren't supported, but still)
Make clan.info show a table of members similar to teaminfo
Can opt out of drag scrolling with `Panel.CanDragScroll = false;`, enabled by default (sboxgame/issues/issues/3491)
`@readonly` and `@editable` asset browser filters (sboxgame/issues/issues/3205)
Error wrapping for TextTargetOnOnPreRenderText
Disable emojiOwnershipCheck and remove convar (no emoji requires ownership)
Fix flickering by using a separate buffer in the middle of culling & clearing separate buffer with a separate compute shader
Small refactoring of compute shaders
Basic parsing support for CSS `background` shorthand
Move position/length shorthand parsing into Parse.TryReadPositionAndSize (used for both mask & background shorthands)
UI: don't clamp UVs in shader when BgRepeat mode is Clamp, fixes angled gradients
Background angles conform to css spec - add offset to match +x as being 0 degrees instead of +y
Don't show dead clan members on the map
Moved road sign decal to asset party
put matchmaking modal behind a fragment
Intro transitions
Naming consistency, texture size optimization, and nixed a few files that aren't needed anymore.
Mergable nuke w/ necessary shader fixes.
Add Auth token service
Test new api url
Move more assets to asset.party + remove old content
https://asset.party/facepunch/sboxassets
adding plaster/brick blendable, adding door assets(model/mat/textures etc)
Merge branch 'main' of sbox-assets