4,119 Commits over 1,127 Days - 0.15cph!
Clientside Anim Fix (#1188)
Initial commit
Initial commit
Launch config, fix assert in OnNewModel when re-loading an animgraph from disk
Delete unused method
Fix and simplify condition that could never be true
Move addons/fsk_test_map to maps/
When setting GameLobby.Game set withLocal to true so that we actually load the local version if we're starting from a local version. This also fixes FileSystem.Data not using the folder with #local in when it should be.
StartServerAsync empties savedgame, gamesettings, extensions ConVars
Create Game on default menu actually respects Min/Max players in the project settings
Using min doens't make sense there actually
sbjproj + material rebuild
Set LastSkiPosition
Replace .addon
Saving a game stores current MaxPlayers in metadata. Fixed default menu Load Game not working, make it look OK.
Defer OnAfterTreeRender until end of tick to ensure children processed first and references set (#1180)
* Defer OnAfterTreeRender until end of tick to ensure children processed first and references set
* Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty
* Revert "Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty"
This reverts commit aae36e1777d11a5649c24985c0f8802ced3397b4.
Remove redundant navigate call
Think it makes more sense to show Create first
Use div when no specify href or a otherwise
Pool menu stuff, disable matchmake for now, use lobby list/creator, add some config to make reusable
Tidy up SCSS, add _controls.scss, do loading screen v1
Added stats for Tokens Earned, Kills, Flags Captured, Flags Returned, Total Ski Distance
Keepe additional leg bones
Fixed animated legs (keep additional bones)
Prevent pickup flag for 1s after drop. Victory screen tweaks.
Pulsar will do 25% less damage to its owner - ez speed boost
Add Accuracy to Turret Asset. Various UI fixes.
Revert "Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty"
This reverts commit aae36e1777d11a5649c24985c0f8802ced3397b4.
Only update (run pending events, tick, scroll velocity) after render once - reset that flag on hotload if render tree becomes dirty
Max 32 chars for ident edit, don't show sandbox gamemode twice
Add icons for all file menu items
Add "Open in Editor" context menu option to ProjectRow, shows up for library/tools/addon projects
Make StartScreen a BaseWindow, add HasMaximizeButton
Add modal package selector to main menu, use `Game.Overlay.ShowPackageSelector( query, onSelect )` https://files.facepunch.com/tony/1b1811b1/sbox_0pbOdyXzXM.mp4
Don't clean up Release path when running processor codegen shit, fixes razor gen when testing release builds
Revert "Don't clean up Release path when running processor codegen shit, fixes razor gen when testing release builds"
This reverts commit 738d6ef11f5591743600177ff476b7d5138f9741.
Trace.RunAll() - return empty array instead of null for no results
Fix copying text throwing exception
Use s&box logo as window icon for welcome screen 👋
Don't spam Draw: No Material Mode? from RenderTools::Draw, it's valid for there to be no valid mode when you're under tool vis modes
Fix crash when dragging cloud models quickly in/out of MapView
Merge branch 'master' into render-frag-ref-fix
Update surfaces to json, fix friction (why did it break),
Upgrade materials, CurrentGamePage uses same styling
Defer OnAfterTreeRender until end of tick to ensure children processed first and references set
Fixed all the materials finally (thanks Louie!!!)
Start updating to use Stats/Leaderboard API
Razor changes for IDE, untrack csproj
Fix setting GameLobby.ConVars not checking correct key for input
Remove Map options for Game projects (this stuff to be handled in game menus only in future)
Remove map select stuff from LaunchConfig
Remove validate map stuff from GameMenuInstance
Obsolete ValidateMap, MapSelectionMode and MapList
Use enclosing block statements