4,930 Commits over 1,522 Days - 0.13cph!
Remove GetContext etc from isteamaudio
Use Sentry's own release action for more detail
Don't post sentry releases manually
SA log printing
SA: Destroy the scene if we couldn't load map geometry
Use pointers, manual scene delete function, breadcrumbs
Make PerformanceStats.All a ConcurrentDictionary
Use crashpad for fatal errors
Fix editor fullscreen positioning
Launcher position cleanuip
Add nullcheck in CProceduralWorkingSet_MapReferences::UpdateAssetList
switch sentry backend to crashpad
Set error tag stating whether tools, server or game
Add error tag to determine whether running under proton
Lets record what gamemode and map we're crashing in, to see if there's any kind of patterns
Lets set the explicit path to crashpad_handler.exe instead of just hoping
Reinstall crash handler after startup
Capture GPU information before it crashes
Attempt to fix all fatal errors grouping into one error
Close the session, hopefully that'll mark the session as crashed
Crash reporting stats fix
Complain about Steam not running instead of crashing
Sorry I left a test crash in holmzy was in my office mithering me
fuck sentry_handle_exception, lets do it ourselves
Either we fixed all crashes or our crash reporting stopped working.. fact check that
Abandon frameless window ambitions, use a normal window but force dark mode on it
Fix Widget.ConstrainToScreen()
Assetbrowser improvements
Widget debug overlay can be enabled with alt and pause/break
Fixed historylist trimming too many items when navigating from a previous position
Keep asset type filter control in sync with history
BaseItemWidget - only call ItemActivated if double clicking with the LEFT mouse button
Fix NRE
Right clicking an item selects it without events
Move hacky line edit syntax highlighting to its own class
https://files.facepunch.com/garry/ce4f0f77-d312-4275-8584-1cea5e56b24d.png
Add Widget.ContentMargins
TagEdit becomes TagPicker
Added ability to get the cursor & selection info on LineEdit
Horrible syntax highlighting code, will fix
Show asset counts on folders in asset browser list
Hide folders starting with .
Add TextEdit.Html
Folder context menu
Can set Widget.Layout directly, added Layout.Row(), Layout.Grid() etc
Add AssetType.All
Hack so Widget.IsPressed doesn't get stuck
Clean up GridLayout usage
Can Draw Pixmap with alpha
Asset type filter improvements
https://files.facepunch.com/garry/93252055-2617-4be4-9786-35aa2043397e.mp4
Show folders in assetlist if we're in folder mode
Rename ItemListWidget to ListView
Fix WidgetGallery names
Start cleanup
New TreeView - adds smooth scrolling, entity and panel list improvements
InteropGen clean up child include files before generation, to avoid local left over files making you feel like it all still compiles fine
Fix local left over file making me feel like it all still compiles fine
Don't jump to SelectionOverride() item unless it changed
Don't show client only entities in Pawns section
Treeview keyboard navigation, scrollTo
Scroll to item on dynamic selection
Fade closed sections
Fix hovered item being invalid when rebuilt while hovering
Fix not clearing map/game entity categories if none
Split entity list into world and game
https://files.facepunch.com/garry/ec9d32de-b157-4e32-9479-131a6f4b5390.png
Delete old DataNode
Fixed Paint.MeasureText returning empty if Pen was clear
Margin cleanup
Fix warnings
EntityList improvements
TreeNode supports tooltips
Tweak GameSelectorDialog
Fix up Hammer/EntityTool
PanelList supports hovering
Add tooltip padding
BaseItemWidget.Clear
Hover state for BaseItemWidget items
Fix Rect blowing up the world when json serialized
AssetBrowser uses new treeview
Allow BaseItemWidgets to take their selection dynamically from another source
Treeview, expand path to object logic
Changed Utility.Inspect to Utility.InspectObject
Panel List uses new TreeView
https://files.facepunch.com/garry/92708d08-2b8c-4506-9893-d030c102fb7b.png
Delete old tree, datamodel stuff
Split some of ItemListWidget into BaseItemWidget
Create TreeView.cs
Do Plat_ExitProcess so we don't hang, and will catch shutdown errors
Add gpu info to crash logs
Remove MOVETYPE_*
Most of the move types were unused. We want all the movement logic in c#, we don't really want c++ doing special things. So there are basically two move types - KeyFramed and Dynamic. We shouldn't need to explicitly define these. If the entity has a physics object and it's dynamic, then it's 2. If not then it's 1.
When sucking the transforms from physics objects to entities, also suck the velocity
Fixed not compiling in debug mode
Re-enable PhysicsThinks because I don't have the bandwidth to figure out whether it's needed
Remove a ton of unused entity flags
Unused portal code
Remove groundlink
Remove basemodel fadeout thinks
PhysicsEnabled works on client