1,149 Commits over 1,310 Days - 0.04cph!
Fix NRE in WaterController if PhysicsGroup is not valid
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again
Merge branch 'master' of github.com:Facepunch/sbox
Store old value / new value lists as members to save allocations and only process these lists if the networked list has a callback
Merge branch 'master' of github.com:Facepunch/sbox
Ensure callbacks for networked lists pass a list containing its old values, and a list containing its new
Added GameTask.Yield
Merge branch 'master' of github.com:Facepunch/sbox
Add generic return type to GameTask.FromResult
GameTask.CompletedTask and GameTask.FromResult<T>
Add TaskCanceledException to whitelist
GameTask.RunInThreadAsync (#162)
* GameTask.RunInThreadAsync
* Whitelist System.ThreadStaticAttribute
Whitelist System.ThreadStaticAttribute
GameTask.RunInThreadAsync
Audio Device Selector (#151)
* Added audio device selector to then settings menu
Change menu to show Output as the device label
Tidied up the code and revert to default audio device if unavailable
Added temporary check hardcoded English translation for default audio device
The audio device will now properly change when selected and be remembered on restart. Need to investigate why device id is returning its friendly name, using workaround until then to test it works
Add a way to get the active audio device name and set the current audio device by id
Update audio settings menu code test
Added Sound.GetAudioDevices() IEnumerable<AudioDevice> type and started hooking up audio settings UI / progress
Accommodate FOV when calculating camera position / angles for model thumbnails (#147)
* Perfect fit for provided FOV
Perfect fit for provided FOV
Crude but working method for accommodating FOV
Remove redundant overload and add extra documentation
Simple Speech API (Limited) (#144)
* Very simple listen method purely with dictation or listen method with a set of possible choices
Co-authored-by: Chloe Marcec <dmarcecguzman@gmail.com>
Allow specifying HTTP headers in WebSocket.Connect (some are not allowed though)
Set appropriate User-Agent and Origin headers (not customizable)
Added Paint.AntiAliasing
Add Widget.ToolTip, Widget.StatusTip
FloatEditor can have an icon instead
Add Angles Editor
Add Paint.SetBrush( image )
Color editor
Select server entity, if available
Split classes into files
Allow getting DisplayInfo to type to not inherit
Inspector navbar
Add Option.Enabled
Inspector back/forward with history
PropertySheet header wip
Add mp4 support to CMovieRecorder so we have a working mp4 recorder that we can speed up for runtime use
Iron Fences - revised post design and improved texture resolution
iron fence - roughness tweak for paint
Move sliders from menu to base
Make CoC Smoother for shader
Initial dev camera DOF UI
Remove old DOF stuff from devcam
Add the ability to use old CoC
Update entity list when entity parent changes
Cleanup var names
Correct focal point for old coc
Merge pull request #143 from Facepunch/dof-settin-devcam
DOF Settings menu with devcam.
Hold TAB:
https://files.facepunch.com/ognik/1b0711b1/2022-01-21_02-16-6a51e513-aa5a-4419-a390-0c91b867974e-ZdXU8wWx.png
Disable videomode settings when in tools as it's handled by the widget (prevents user getting into an infinitely tiling window state)
Fixed weird ghosting on DOF edge
If in full screen tools mode and open the console, disable full screen
Added console command "tcmd", which can be used to run events in tools realm
Added tool event commands editor.fulltoggle, editor.fulloff, editor.fullon
Bind f3 "tcmd editor.fulltoggle"
Add Input.GetBindingForButton( string buttonName )
Pressing F keys in editor will run those binds in game, even if the game doesn't have direct focus
Removed broken/ fixed Core particles
Removed old test maps from /core
Updated tags for particles
Cleaned up explosion particle
Metal Railing Tileset https://files.facepunch.com/louie/1b0711b1/sbox_JRSGuE8OgJ.png
Addition models for railing tileset
Initial SDF tracing optimizations until multipass rewrite
Fix DoF on AMD
Allow specifying root namespace
Refactoring
Expose the ModelEntity's Model as a property
Moved Model, Material, Texture into Engine.dll
Remove unused RouteDamageToNative
ModelProperty placeholder
Chop off a pixel when mp4 recording is an odd size so any size can be recorded
Aircon - aircon, gibs and mount lod0
Organize Qt defs
Bind pixmap
Create IAsset.def
Create IAssetPreviewSystem.def
Create IAssetSystem.def
Add Paint.Draw( rect, pixmap )
Add Utility.GetAssetThumb( path )
ModelProperty draws thumbnail
AssetSystem hooks
Better fix for AMD driver bug on DoF, wrap around problematic instruction
Fix startup assert related to duplicate QT layout
Fixed start up exception due to a malformed comment
Remove glass hack, try and put quad basis into entity key values instead
Merge pull request #145 from Facepunch/root-namespace
Allow specifying root namespace in the .addon file
```
{
"sharedassets": "*.*",
"type": "game",
"ident": "ognik.spectest",
"rootnamespace": "Poop"
}
```
https://files.facepunch.com/ognik/1b0811b1/2022-01-18_36-07-333a9692-b006-45ae-9291-ba9d4a2e701b-EM3ZWSxJ.png
Icon Attribute, MaterialIcon enum
MaterialIcon lookup fix
ListView control
Add Vector3.Clamp
Add min max variant to ClampLength
Asset Listing tests
Fix Vector3.ClampLength( float minLength, float maxLength )
Fix menu clipping with maps & local games
Merge pull request #138 from Facepunch/websocket-headers
Allow specifying HTTP headers in WebSocket.Connect
Merge branch 'master' into speech
Fix warnings
Fix titlebar dragging
Merge branch 'master' into speech
Very simple listen method purely with dictation or listen method with a set of possible choices
Ensure caret sanity after setting text on a Label to avoid exceptions in TextEntry after clearing existing text
Merge branch 'master' of github.com:Facepunch/sbox
Manual scoping for lag compensation (#130)
* Manual control of starting and stopping lag compensation
* Change to start lag compensation automatically only before AttackPrimary and AttackSecondary on BaseWeapon (this is when we're most likely to want it if you're using base weapon)
* Have StartLagCompensation return IDisposable so it can optionally be used in a using block and finish automatically
* Entity.LagCompensation static IDisposable. Rename LagCompensation (bool) to EnableLagCompensation and update BaseWeapon + base Player
Entity.LagCompensation static IDisposable. Rename LagCompensation (bool) to EnableLagCompensation and update BaseWeapon + base Player
Have StartLagCompensation return IDisposable so it can optionally be used in a using block and finish automatically
Change to start lag compensation automatically only before AttackPrimary and AttackSecondary on BaseWeapon (this is when we're most likely to want it if you're using base weapon)
Manual control of starting and stopping lag compensation
Fixed typo in bindings_knuckles.json that causes right hand trigger to not function
Trace.Box + Trace.Sphere + Trace.Capsule (#107)
Trace.Box + Trace.Sphere + Trace.Capsule
nth-of-type, first-of-type, last-of-type, only-of-type pseudo classes
Revert "PhysicsBody.Inertia"
This reverts commit 6f4421fc3f00dd2867c82284b9aa6377eefdcedc.
Restored lag compensation by default for base Player and BaseWeapon
Fix FinishLagCompensation being called in the engine even when no lag compensation was started
UseLagCompensation instead of WithLagCompensation
Lag Compensation (#79)
Implemented options for lag compensation
Rename to UseLagCompensation
Clean up and remove unused stuff