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19,632 Commits over 4,018 Days - 0.20cph!

43 Days Ago
Remove walker log Fix missing hud component Add SSAO Tripmine placement ghost Switch to use texture icons
43 Days Ago
Push menu scope in Game.Overlay Switch GameSettings to CreateGameModal
43 Days Ago
Don't try to post stats on dedicated server Switched store to support multiple item purchase
44 Days Ago
Admin contest winner list
45 Days Ago
Fix unable to change winning package Fix package card wrapping
45 Days Ago
Fix api download exception
46 Days Ago
Fix exception when couldn't parse resource as json
46 Days Ago
Add VTexWriter - clean up the texture compile process In FloatBitMap_t::Pixel(, clamp the sample Allow non power of 2 textures in native compiletexture Update stb_dxt.h Add Bitmap.IsOpaque() Don't use stb for dx5 it's shit Automatically work out texture compression format
46 Days Ago
Fix Json exception when compiling texture Fix NRE in CreateBoneObjects
47 Days Ago
Texture Generators (#1779) * Add ResourceGenerator * Add ResourceGeneratorContext * Add TextureGenerator * Add Bitmap * Add Sandbox.Utility.ForAsync * Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup * Rename ControlSheetPopup to PopupEditor, * Add Color.Rgba16 (half based color) * Managed can override compiling of any resource * Add Texture.GetBitmap * Add transient filesystem in editor * Add Texture.IsError * Add Margin.IsNearlyZero * Fix asset picker ignoring AdditionalTypes * Add Widget.GetDescendants<T> * Add MainThread.Wait() * Expose TypeDescription.Order
47 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler Add more ResourceCompiler functionality Managed can override compiling of any resource Add Texture.GetBitmap Simple texture compiling from managed Add Bitmap.ToFormat( ImageFormat format ) Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously) ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder Double height texturcontrolwidget Remove debug Add Bitmap.DrawText Clean up Lock FontManager cache when accessing Refactor Generated resources get weak cached in memory for re-use Cleanup floatbitmap, add LoadFromInMemoryTGA Load Bitmap.CreateFromBytes supports tga Better tooltips on TextureControlWidget Don't support mipmaps if npot (until we figure out how/why) Create Bitmap.Filters.cs Bitmap supports psd loading Fix a bunch of bitmap filters Add Margin.IsNearlyZero Fix blur/sharpen thinking the edge of the bitmap is the end Control widget tweaks Pass ResourceCompiler in ResourceGenerator options, allowing us to add references Fix asset picker ignoring AdditionalTypes Move ColorTextureGenerator Move RandomTextureGenerator to engine, allow normals creation Add Widget.GetDescendants<T> Expose OpenColorPopup on ColorControlWidget Add [TextureImagePath] - allows selecting an image or a texture Don't cache resource if hash changed while generating Expose CreateEmbeddedResource on TextureResource Bitmap.Rotate resizes the texture TextureControlWidget has shortcut buttons for selecting a file, or color Add bitmap SVG loader Return white for default colors, instead of transparent Add MainThread.Wait() Add EngineFileSystem.Mounted (!) Create TextTextureGenerator.cs Create RadialGradientTextureGenerator.cs Create LinearGradientTextureGenerator.cs Create ImageFileTextureGenerator.cs Expose Svg texture generator Expose TypeDescription.Order TextTextureGenerator tweaks Fix warnings and errors Use classname when setting ResourceGenerator Fix bitmap.clear not using floating point color Fix NRE in ImageFileTextureGenerator
47 Days Ago
Use classname when setting ResourceGenerator Fix bitmap.clear not using floating point color Fix NRE in ImageFileTextureGenerator
47 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler Add more ResourceCompiler functionality Managed can override compiling of any resource Add Texture.GetBitmap Simple texture compiling from managed Add Bitmap.ToFormat( ImageFormat format ) Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously) ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder Double height texturcontrolwidget Remove debug Add Bitmap.DrawText Clean up Lock FontManager cache when accessing Refactor Generated resources get weak cached in memory for re-use Cleanup floatbitmap, add LoadFromInMemoryTGA Load Bitmap.CreateFromBytes supports tga Better tooltips on TextureControlWidget Don't support mipmaps if npot (until we figure out how/why) Create Bitmap.Filters.cs Bitmap supports psd loading Fix a bunch of bitmap filters Add Margin.IsNearlyZero Fix blur/sharpen thinking the edge of the bitmap is the end Control widget tweaks Pass ResourceCompiler in ResourceGenerator options, allowing us to add references Fix asset picker ignoring AdditionalTypes Move ColorTextureGenerator Move RandomTextureGenerator to engine, allow normals creation Add Widget.GetDescendants<T> Expose OpenColorPopup on ColorControlWidget Add [TextureImagePath] - allows selecting an image or a texture Don't cache resource if hash changed while generating Expose CreateEmbeddedResource on TextureResource Bitmap.Rotate resizes the texture TextureControlWidget has shortcut buttons for selecting a file, or color Add bitmap SVG loader Return white for default colors, instead of transparent Add MainThread.Wait() Add EngineFileSystem.Mounted (!) Create TextTextureGenerator.cs Create RadialGradientTextureGenerator.cs Create LinearGradientTextureGenerator.cs Create ImageFileTextureGenerator.cs Expose Svg texture generator Expose TypeDescription.Order TextTextureGenerator tweaks Fix warnings and errors
47 Days Ago
Add bitmap SVG loader Return white for default colors, instead of transparent Add MainThread.Wait() Add EngineFileSystem.Mounted (!) Create TextTextureGenerator.cs Create RadialGradientTextureGenerator.cs Create LinearGradientTextureGenerator.cs Create ImageFileTextureGenerator.cs Expose Svg texture generator Expose TypeDescription.Order TextTextureGenerator tweaks Fix warnings and errors
47 Days Ago
Pass ResourceCompiler in ResourceGenerator options, allowing us to add references Fix asset picker ignoring AdditionalTypes Move ColorTextureGenerator Move RandomTextureGenerator to engine, allow normals creation Add Widget.GetDescendants<T> Expose OpenColorPopup on ColorControlWidget Add [TextureImagePath] - allows selecting an image or a texture Don't cache resource if hash changed while generating Expose CreateEmbeddedResource on TextureResource Bitmap.Rotate resizes the texture TextureControlWidget has shortcut buttons for selecting a file, or color
47 Days Ago
Fix blur/sharpen thinking the edge of the bitmap is the end Control widget tweaks
47 Days Ago
Bitmap supports psd loading Fix a bunch of bitmap filters Add Margin.IsNearlyZero
48 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler Add more ResourceCompiler functionality Managed can override compiling of any resource Add Texture.GetBitmap Simple texture compiling from managed Add Bitmap.ToFormat( ImageFormat format ) Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously) ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder Double height texturcontrolwidget Remove debug Add Bitmap.DrawText Clean up Lock FontManager cache when accessing Refactor Generated resources get weak cached in memory for re-use Cleanup floatbitmap, add LoadFromInMemoryTGA Load Bitmap.CreateFromBytes supports tga Better tooltips on TextureControlWidget Don't support mipmaps if npot (until we figure out how/why) Create Bitmap.Filters.cs
48 Days Ago
Fix outline sync running out of memory Default sort packages by updated Add decimal to total players, total sessions Can click on screenshots to view full image Give more detailed times in contest Fix couldn't edit contest time, only date
48 Days Ago
Cleanup floatbitmap, add LoadFromInMemoryTGA Load Bitmap.CreateFromBytes supports tga Better tooltips on TextureControlWidget Don't support mipmaps if npot (until we figure out how/why) Create Bitmap.Filters.cs
48 Days Ago
Lock FontManager cache when accessing Refactor Generated resources get weak cached in memory for re-use
48 Days Ago
Clean up
48 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler Add more ResourceCompiler functionality Managed can override compiling of any resource Add Texture.GetBitmap Simple texture compiling from managed Add Bitmap.ToFormat( ImageFormat format ) Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously) ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder Double height texturcontrolwidget Remove debug Add Bitmap.DrawText
49 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler Add more ResourceCompiler functionality Managed can override compiling of any resource Add Texture.GetBitmap Simple texture compiling from managed Add Bitmap.ToFormat( ImageFormat format ) Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously) ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder Double height texturcontrolwidget Remove debug Add Bitmap.DrawText
49 Days Ago
Remove debug Add Bitmap.DrawText
49 Days Ago
Double height texturcontrolwidget
49 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler Add more ResourceCompiler functionality Managed can override compiling of any resource Add Texture.GetBitmap Simple texture compiling from managed Add Bitmap.ToFormat( ImageFormat format ) Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously) ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder
49 Days Ago
ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder
49 Days Ago
Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously)
49 Days Ago
Add Bitmap.ToFormat( ImageFormat format )
49 Days Ago
Add Texture.GetBitmap Simple texture compiling from managed
49 Days Ago
Add more ResourceCompiler functionality Managed can override compiling of any resource
50 Days Ago
Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler
50 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid
50 Days Ago
Bitmap clone, IDisposable, IValid
50 Days Ago
Bitmap drawing fixes
50 Days Ago
Bitmap draw and bitmap pen
50 Days Ago
Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff
50 Days Ago
Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup
50 Days Ago
Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async
50 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview
50 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Speed up Pixmap.FromTexture ( there's got to be a faster way than this come on) Draw texture preview
52 Days Ago
Push time scope when calling pending starts
52 Days Ago
52 Days Ago
Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Speed up Pixmap.FromTexture ( there's got to be a faster way than this come on) Draw texture preview
52 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc
52 Days Ago
Fix crash in unit test when creating SoundStream
52 Days Ago
Run pending component starts at the end of loading, before host joins game
52 Days Ago
Revert "Widget.Parent checks for valid" This reverts commit 0da86010868490ff4bbe0b0cb524e5a5fcbb0bf7.
52 Days Ago
Scene loading only happens once