5,158 Commits over 1,583 Days - 0.14cph!
Move PanelEvents to their own files
MathX.Remap clamps by default, added unclamped version
Add Panel drag events, can scroll panels by mouse dragging
Add Widget.SizeHint virtual function
Paint.MeasureText, Paint.SetFont works outside of paint
Move BaseStyles to Engine.dll so it can be accessed by tools
Throw an exception if trying to send network messages in another thread
Fix WebSurface.Url not working (sorry!)
Remove unused InfoPanel string table
Hide autocomplete on escape
Clean up autocomplete internals
Consolidate convar bindings/remove unsued
Clean up console binds
Remove support ConCmd overloads
Don't allow managed convars to stomp native, or menu convars. Warn and ignore if creating convars with the same name.
Merge branch 'master' of sbox
Restrict WebSurface to non-local http + https requests
Generate triangle lists for all lods
Revert to uncompressed vertices because it totally broke map compiling
Remove On Escape Button spam
Fix map build dialog hanging with too many asserts
Add more stuff to MeshTrace.Result https://files.facepunch.com/garry/5598a5d8-0988-4770-abb9-f03b747ba722.png
Remove "RayTracingEnvironment has leaked" stuff
Don't set the model's trace object structure up on creation, set it up when it's going to be used
Enable mesh tracing in game
Expose RecreateAllStaticConstantAndCommandBuffers(
Add Material.Attributes
Add RenderAttributes.GetTexture
Store ITextures by their pointers, so we can avoid recreating Texture objects when retrieving from native
Scene object m_tags start at 3
Remove debug output
Gizmo.Draw.Sprite correct transform
Gizmo sprites draw the right texture although this generic shader is shit
LOD setup for simpledress_black and _blue
fix lighthelper treating unrelated entities as lights, fixes slowdown on compile
tools_sprite shader: can use in standard mode
Rebuild content path and open editor window on PostBootstrap since LocalProject are added in Bootstrap now, otherwise Qt doesn't know where any files are
Citizen/animgraph: fixed "none" idle poses not updating until a reset signal is forwarded by switching holdtype and back again
Add internal function to scene object to add tracing from vertex data, internal because it's only needed for tools currently
Dynamically created physics bodies set their game scene node handle to zero so tracing against them should return world as the entity
Gizmo.Model shouldn't cast shadows
Make sure we have a Filesystem.Content early even though LocalProjects aren't added yet, fixes asset type icons not registering
Add cloud path to CONTENT search path, fixes hotspot rects not working but probably loads of other weird stuff too
Add support for data URI (inline) images
Make volumetric fog perfomance much better with area lights
Change string contains to string equals when searching for dependencies (fixes cyclic dependencies detection false positive)
SceneSunLight transform sets the correct direction now
adjusted oil_drum_explosive albedo
Merge vertices in PolygonMesh
Merge branch 'master' into mesh-tracing
Add tags to map created world sceneobjects
Sceneobject tag filters work
Allow Texture.Update to update subsections and multiple times per frame (!)
Add Texture.Update versions to set a pixel and rect
Move SceneWorld.TraceRequest to Sandbox.MeshTraceRequest
Memory amount debug
Skip trace data on non lod0 meshes
Fixes
Cleanup
TraceVertex_t from 34b to 29b
TraceVertex_t from 29b to 20b
TraceVertex_t from 20b to 12b
Pass transform with meshtrace result
Add mutex around creation of sceneobject trace instances
Store the parent environment in the Instanced raytracing to allow for easier deletion extra safety
lock when building trace environment
Use FindAndFastRemove here - it's a million times faster
ModelTrace uses RayTracingEnvironment
SceneWorld.MeshTrace
modellib depends on raytrace
Add RayTracingEnvironment to every RenderMesh
Store RayTraceInstances on each model
Reconfigure to allow Model.Trace( ray ) always
Fix Gizmo.Text getting culled way too early
Add GameTask.WaitAny, WaitAll
Fix hotload EndNoGCRegion error when using a lot of memory
Whitelist Task.Status
Add GameTask.WaitAny, WaitAll
Fix hotload EndNoGCRegion error when using a lot of memory
Fix Gizmo.Text getting culled way too early
Basic octree
Whitelist Task.Status
Octree Fixes
Remove unused network code
Remove unused clientmessages
Send all RPCs unreliably - which is actually not unreliable at all but just affects the receive order
Strip out EntityEvent stuff that does nothing
Fix Gizmo.Instance.Debug defaulting to true
Add selection info to context
Fix .sln not being created in -test mode (causing build to fail)
Store managed gizmo hover state in MapView
Show finger cursor if hovered over a managed gizmo
Don't perform default mouse actions (selection etc) if hovered
https://files.facepunch.com/garry/30296ea6-8cd5-4d60-9f7b-e3c4f8c39a00.mp4
Create MapEntitySerializedObject
MapEntity maintains a SerializedObject
Add EditorContext
SerializedObject base implementations (#1006)
Don't expose TypeLibrary.GetSerializedObject yet
Rename to ReflectionSerializedObject
Restore to previous PropertySheet until we're ready
Fix Asset.Package not being immediately available
Validate cloud assets on first access
Fix AssetList calling OnPackageSelected instead of OnPackageHighlight
Preview in inspector when selecting cloud assets
Don't automatically update account information when adding favourite
Don't update collection list on favourite changed if not a collection change
Clear api cache when favouriting
Show favourited collections on asset list
Right clicking a cloud asset shows a popup, allowing favouriting, rating etc
Move the shadow with the popup 😓