1,298 Commits over 1,371 Days - 0.04cph!
Add AnimEntity.CurrentSequence
Sealed AnimationSequence + internal constructor
Removed old property. Pass entity into AnimationSequience
Obsolete GetSequenceDuration, IsSequenceFinished and Sequence. Add CurrentSequence which contains .Duration, .IsFinished, .Name, .Time and .TimeNormalized
Remove AnimTime and rename AnimCycle to SequenceCycle
Bound AnimTime and AnimCycle
Traverse the hierarchy when looking for network variable changed callbacks or else it'll fail to find inherited ones
Merge branch 'master' of github.com:Facepunch/sbox
Experimentation with audio listener transform
Merge branch 'master' into listener
Use an override method on GameBase instead
Revert "Use an override method on GameBase instead"
This reverts commit 639584846ab72ceea03b43ea1c239bb6b47bec81.
Reset the listener on game init and game shutdown
Merge pull request #24 from Facepunch/listener
Audio Listener Transform
Reset the listener on game init and game shutdown
Revert "Use an override method on GameBase instead"
This reverts commit 639584846ab72ceea03b43ea1c239bb6b47bec81.
Use an override method on GameBase instead
Move client frame callback to after camera set up
Merge branch 'master' of sbox
Don't render hidden in first person objects if light object is set as first person
Set locales on QDoubleValidator (only for attribute editor to see if it fixes #149)
Hammer: Make build map window less shit
Hammer: Fix build map window expanding to massive sizes without enforcing a max height
Hammer: Added mesh names to bodygroup selector
Don't try to precache null resource names
Fixed VR Joystick reporting wrong
Merge branch 'master' into listener
Experimentation with audio listener transform
Bound additional Sequence methods and callbacks for OnNewSequence and… (#23)
* Bound additional Sequence methods and callbacks for OnNewSequence and OnSequenceFinished
* Added descriptions to new sequence methods
Added descriptions to new sequence methods
Bound additional Sequence methods and callbacks for OnNewSequence and OnSequenceFinished
Fixed not being able to start a game that is installed locally
Far simpler approach to fetching and interfacing with particle system scene objects
Getting somewhere
Done properly and remove old attempt at wrapping IParticleCollection
Make SceneObject.All a read only list
Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld
Merge branch 'master' into particle-scene-obj
Merge branch 'master' into particle-scene-obj
Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
Fixed wrong order
Store SceneWorld in OnNativeInit
Merge pull request #19 from Facepunch/particle-scene-obj
Far simpler approach to fetching and interfacing with particle system…
Store SceneWorld in OnNativeInit
Fixed BaseFileSystem adding renamed files twice to the changed list
Fixes unwanted temp files from VStudio being added to the changed file list
Hacky fix for Visual Studio not triggering recompile consistently
Obsolete Hammer.RenderFields enableAlpha argument
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Added AnimEntity.OnAnimEventGeneric (called as a result of AE_GENERIC_EVENT)
Revert "Hacky fix for Visual Studio not triggering recompile consistently"
This reverts commit 1ea321174b0384dbc0e39ae03b84809f4b986a9e.
Destroy client side children on non client only entities
Only delete children if they're client only
Add BlendIndices and BlendWeights vertex attribute type
Finalize modelbuilder properly
Forgot about this
Merge branch 'master' of sbox
Add ModelBuilder.AddBone
Vertex size mismatch with vertex layout ArgumentException includes the sizes
Merge branch 'master' into particle-scene-obj
Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
Fixed asserts with Path Tool's Rope particle effect
Makes node colors affect the rope
ColorHsv Fixes
Add ColorHsv.WithHue etc
Property.SetValue tries to use implicit converter (although I don't think this does shit)
Add Panel.ScreenPositionToPanelPosition( pos ), Panel.ScreenPositionToPanelDelta( pos )
Data Binding use PropertyAttribute.SetValue
Merge branch 'master' of sbox
Remove borders from box panel drawing routine
Trace.Ignore can optionally ignore hierarchy or not
Add [Property] to some of the panel properties
Added LibraryMethodAttribute
Fix exception in Color.TryParse
Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that
Panel derives from PropertyClass
Fixed NRE in Property.SetValue
Merge branch 'master' of sbox
Fixed NetworkEntityList changed callback being called every time even when it isn't dirty
Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32
Mesh.CreateBuffers can optionally calculate bounds for you
Added Hammer.Path
Merge branch 'master' of sbox
Oops, actually make it calculate the bounds
Add BBox.ToString
Read only Entity.All (#20)
Fixed Layer error when panel width is 0
Special cache for textures loaded from web, so we don't keep downloading the same shit
Package Query API
Merge branch 'master' of sbox
Update Sandbox.Engine.csproj
Merge branch 'master' into particle-scene-obj
Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld
Read only Entity.All (#20)
Fixed NetworkEntityList changed callback being called every time even when it isn't dirty
Make SceneObject.All a read only list
Done properly and remove old attempt at wrapping IParticleCollection
Far simpler approach to fetching and interfacing with particle system scene objects
Some extra particle methods
Fixed render entities breaking if you delete any render entity within a tick event callback
Added fade distances and shadow fade distances to lights (#17)
Added fade distances and shadow fade distances to lights
Have Event.Physics.* namespace like Event.Tick.*
Fixed static RPCs in static classes not working because you can't have protected methods in static classes
Added implicit bool for RealTimeUntil so you can check if it has elapsed
Merge branch 'master' of github.com:Facepunch/sbox
Public API consistency changes, some additional documentation, and ParticleAttachment can only be used internally, so make it internal
Removed AABB because CollisionBounds exists which is the same thing under the hood
Merge branch 'master' into consistency
Added Obsolete attribute to OOBBox
Fixed error in DrawScene method
Merge pull request #12 from Facepunch/consistency
Consistency Pass v1
Fixed error in DrawScene method
Added Obsolete attribute to OOBBox
Test
Merge branch 'master' into rpc-bytes
Merge branch 'master' into rpc-bytes
Support Span<T> (unmanaged) as an RPC parameter and removed unused Write methods
Merge pull request #13 from Facepunch/rpc-bytes
RPC Bytes
InteropGen compile error
Build Tools clean build errors
Added `Client` to IsSupported method for NetRead
Revert "Added `Client` to IsSupported method for NetRead"
This reverts commit 9266a21d96250e917dcb4183baed266e25521721.
Added a 3rd argument to drawangles() - 'act as rotation axis'
disableshadows => enable_shadows Hammer keyvalue
(Point being no extra hacks to make disableshadows happen)
Added Rotation.RotateAroundAxis
Fixed a crash in physics_prop_ragdoll.cpp
Hardcode a slight scene ambient color for now
Render.DrawScene can set ambient color
Merge branch 'master' into rpc-bytes
Support Span<T> (unmanaged) as an RPC parameter and removed unused Write methods
Same for SkyboxObject and PhysicsBody
InteropGen compile error
Build Tools clean build errors
Added `Client` to IsSupported method for NetRead
Revert "Added `Client` to IsSupported method for NetRead"
This reverts commit 9266a21d96250e917dcb4183baed266e25521721.
Added a 3rd argument to drawangles() - 'act as rotation axis'
disableshadows => enable_shadows Hammer keyvalue
(Point being no extra hacks to make disableshadows happen)
Added Rotation.RotateAroundAxis
Fixed a crash in physics_prop_ragdoll.cpp
Hardcode a slight scene ambient color for now
Render.DrawScene can set ambient color
Merge branch 'master' into consistency
Removed AABB because CollisionBounds exists which is the same thing under the hood
Revert "Added `Client` to IsSupported method for NetRead"
This reverts commit 9266a21d96250e917dcb4183baed266e25521721.
Added `Client` to IsSupported method for NetRead
if animgraph owner entity is purely clientside then act like we're a server animgraph (actually work)
Added missing documentation and SetSeed method (#11)
* Added missing documentation and SetSeed method
* Have all methods be an extension of System.Random and the Rand static class refers to them
Don't add runtime creates models or meshes to dictionary.
Fixed [Spawnflags] inheritance. It will search base type recursively until it finds [Spawnflags], or you can override by having [Spawnflags] in your entity. Each [Spawnflags] enum field can now have a [Spawnflag(Name, Help)] attribute on it to override the name and help string.
Update game
Remove flawed StingExtension.GetSha256
Fix NetworkComponent properties don't work right with constructors
Removed duplication of OnNetPropertyChanged because Entity derives from NetworkComponent
Merge branch 'master' of github.com:Facepunch/sbox
Added Global.IsClosing ( true on game shutdown )
Fix unnamed render target textures not working
Run the Task queue when shutting down, to give them a chance to shut down, end them by force
Merge branch 'master' of sbox
font-style support
Implement letter-spacing
Support for text-transform
Clean away some junk
Physics system doesn't treat all translucent models as nocollide
Properly stomp predicted values if wrong
Only write launchSettings.json if it doesn't exist
Fix stylesheet hotload notice not showing errors when there are errors
Increase NetWrite buffer
Box shadow ignores own overflow: hidden
PanelEvent and Event properly find private members
Codegen trips up less on nested classes
Rpcs can read/write client's
Make more steamworks internal
Hammer: SupportsSolids tag makes a @PointClass also work as @SolidClass
Added string.ToTitleCase() and use it for FGD autogen
Hammer.DrawAngles can be used without any arguments
(Also make FGD autogen generate a bit nicer headers)
Hammer.MetaDataAttribute supports tags
Added Hammer.SupportsSolid
Mark DrawAngles as non-visual element
(So that @PointClass with a model() and drawangles() doesn't make the selection box disappear when no model is selected)
Fixed shatterglass crash (by disabling shatterglass)
Merge branch 'master' of sbox
Remove bullshit SceneCapture, replaced with Render.DrawScene and UI.Scene control
Update game
Don't clear the buffers when drawing scene
Disable visual effects on new RenderScene, fix it for VR rendering too
Clear only depth and stencil for scenes, fixes some initial render target errors
Merge branch 'master' of sbox
RenderScene stuff name consistency changes
internal Light.CreateThisNative, this shouldn't be public
Same for SkyboxObject and PhysicsBody
Merge branch 'master' into rpc-bytes
Public API consistency changes, some additional documentation, and ParticleAttachment can only be used internally, so make it internal
Removed duplication of OnNetPropertyChanged because Entity derives from NetworkComponent
Merge branch 'master' of github.com:Facepunch/sbox