5,230 Commits over 1,583 Days - 0.14cph!
PlayerController - halve automatic duck animation distance
SvgTextureGenerator can scale, offset and rotate
Protect AssetEntry from file not existing
Don't try to create a gizmo scope if no active instance
Switch "Unable to create world for map" to a warning
Fix NRE in VrHand.UpdatePose
Fix JsonException in HammerSession.OnPaste
Remove a bunch of stuff from Facepunch.Steamworks (we should try to delete all of this)
Add assert to diagnose "Can't parent to a gameobject in a different scene"
Add EditorUtility.TranslateString
Localize some of the menu
Add localization.build command
Menu localization
Add DebugOverlay.Model
Add DebugOverlay.GameObject
Push menu scope in Game.Overlay
Switch GameSettings to CreateGameModal
Don't try to post stats on dedicated server
Switched store to support multiple item purchase
Fix exception when couldn't parse resource as json
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
Fix Json exception when compiling texture
Fix NRE in CreateBoneObjects
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
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
Use classname when setting ResourceGenerator
Fix bitmap.clear not using floating point color
Fix NRE in ImageFileTextureGenerator
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
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
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
Fix blur/sharpen thinking the edge of the bitmap is the end
Control widget tweaks
Bitmap supports psd loading
Fix a bunch of bitmap filters
Add Margin.IsNearlyZero
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
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
Lock FontManager cache when accessing
Refactor
Generated resources get weak cached in memory for re-use
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
Remove debug
Add Bitmap.DrawText
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 "$compiler" in resource json and launch compiler
Add more ResourceCompiler functionality
Managed can override compiling of any resource
Add Texture.GetBitmap
Simple texture compiling from managed
Add Bitmap.ToFormat( ImageFormat format )
Add TextureBuilder.WithMips() - auto mip count
Bitmap.ToTexture supports mipmaps
ResourceCompiler.Compile is async (but we have to run it syncronously)
ResourceCompiler,. ResourceCompilerContext are in Engine
Add transient filesystem
Add Texture.IsError
Compile embedded textures to transient folder
Double height texturcontrolwidget
Remove debug
Add Bitmap.DrawText
Double height texturcontrolwidget
Add TextureGenerator boilerplate
TextureControlWidget poc
Fix NRE in SpriteRenderer when texture is null
TextureControlWidget creates a child ResourceControlWidget instead of trying to be one
Draw texture preview
Standardize internal way to async replace placeholder textures
Add Sandbox.Utility.ForAsync
TextureGenerators are async
Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup
Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits
Add TextureEditorPopup
Clean up TextureControlWidget
Add Color.Rgba16 (half based color)
Add Bitmap class
More bitmap stuff
Bitmap draw and bitmap pen
Bitmap drawing fixes
Bitmap clone, IDisposable, IValid
Wrap IResourceCompilerContext
Find "$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
ResourceCompiler,. ResourceCompilerContext are in Engine
Add transient filesystem
Add Texture.IsError
Compile embedded textures to transient folder
Add TextureBuilder.WithMips() - auto mip count
Bitmap.ToTexture supports mipmaps
ResourceCompiler.Compile is async (but we have to run it syncronously)
Add Bitmap.ToFormat( ImageFormat format )
Add Texture.GetBitmap
Simple texture compiling from managed
Add more ResourceCompiler functionality
Managed can override compiling of any resource
Wrap IResourceCompilerContext
Find "$compiler" in resource json and launch compiler
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
Bitmap clone, IDisposable, IValid
Bitmap draw and bitmap pen
Clean up TextureControlWidget
Add Color.Rgba16 (half based color)
Add Bitmap class
More bitmap stuff
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
Standardize internal way to async replace placeholder textures
Add Sandbox.Utility.ForAsync
TextureGenerators are async
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
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
Push time scope when calling pending starts
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
Add TextureGenerator boilerplate
TextureControlWidget poc
Fix crash in unit test when creating SoundStream
Run pending component starts at the end of loading, before host joins game
Revert "Widget.Parent checks for valid"
This reverts commit 0da86010868490ff4bbe0b0cb524e5a5fcbb0bf7.
Scene loading only happens once
Add TextureGenerator boilerplate