3,548 Commits over 1,522 Days - 0.10cph!
Make CUtlString a real interop type
Add binds for CHitBox, HitBoxSet
Fix embarassing CUtlString conversion
Add Model.HitboxSet
If in editor then mount source2/cloud in the gamemenu
Load resources from the correct filesystem in GameMenu
Allow widgets to intercept/override shortcuts
Console output ignores shortcuts when selected/focused (copy works again)
Can jump to items in the asset list by typing the name
Ignore these ikchain scale asserts
Allow more Json depth
Whitelist Task.IsCompletedSuccessfully
Give game system access to the loading screen
Tweak ControlWidget creation so the value doesn't pop in a frame later
Simpler decal shader
Add SceneObject.Flags.NeedsEnvironmentMap
Quick and dirty loading screen when downloading game menu
Add Menu.AddOption
Get bool state from BoolControlWidget
Add Sheet class for shaders
Add Depth class
Add Fog api
Helpers
Send TcpChannel in a thread, so it doesn't lock up the unit tests
Add Widget.UpdatesEnabled - which to be honest is fucking useless but it's there for completeness
Material::Init fully initialized material
r_dynamic_reflections 1 by default
Add Connection.SendMessage
Allow creating a TaskSource
Fix warning
Rename NetworkChannel to Connection
Move GameNetworkSystem.Local to Connection.Local
Don't special case MemoryPack in AC
NetworkChannel has SteamId and DisplayName
Network OnJoined event, which is called for local player too
Add GameNetworkSystem.OnChangingScene
Update default send rates
Don't try to delete panels more than once
More useful warning if SendMessageToUser is false
NRE diagnostics in OnIntersection
Add Widget.SetContentHash
Lobby data is case insensitive
Fix console exception on close
Lobbies have names
Can move these object messages of the main network system now
More BytePack tests
Simplify message handling
Fix tcp sending out of order
BytePack support TypeLibrary types
Fix PropertyDescription sometimes setting twice
Remove NetworkSerializer, build it into NetworkSystem
Remove MemoryPack
Clear Typelibrary's BytePack on assembly changed
BoolControlWidget support custom icons
Add descriptions to tooltips on ControlSheet
Don't try to load local packages when joining server
Fix potentially adding null NativeMemoryBlock to pool
Fix warning
Make BytePack internal, expose functionality via TypeLibrary
Add a LocalChannel for local Rpc calls
PhysicsTraceBuilder ignores ITagSet if null
Tweak TcpChannel so it doesn't choke
Replace NamedPipe with Tcp, which I should have probably done in the first place and would have saved me about 6 hours of bullshitting around
Add GameNetworkSystem.IsHost, IsClient
Should fix startup errors some people are suffering
Add a bunch of null checking in SetActiveGame to diagnose sbox/issues/1352
Add EditorUtility.Network
Package updates
Manually disconnect each connection on server disconnect
More Pod types in BytePack
Separate BytePack tests
BytePack supports List<t>
Support lists/arrays of strings
Revert "New way to validate method availability for method wrap/property wrap - this picks up internal / private / protected methods and checks containing type against that type to determine accessibility. tl;dr lets you in most cases use private / protected / internal methods as the target function for wrap without it complaining"
This reverts commit f9b98cc34ac1d92efbaa43baf51f559720a7ca24.
Fix EditorWindow disabled
Resample startup image so it's not all pixelly on high dpi monitors
Clean editor startup
Splash screen is a real window, restores its position
Welcome Screen remembers its position
Change screenshot filename format
Make this warning a trace
Throw if chunkStream is null
Don't try to use SteamNetworkingUtils in unit tests
Dispose GameNetworkSystem on shutdown
Only create NamedSocket if in editor
Loading screen, smoothing connection process
Loading screen cancel button, force show cursor when loading screen is active
Lobby socket basics
Connecting via lobby works
Lobby joining
Allow host status to change
Functions to query lobby list, connect to one, disconnect
Remove JoinOrCreateLobby
Live Unit Testing changes environmental variables and I don't know how to change it, so we get this mess
More BytePack game var types
BytePack
ByteStream faster System.Array writing
Expose a BytePack to GameNetworkSystem ( temporary until we figure out how to work it )
Merge branch 'master' of sbox
Arguments has to be a byte array
🚩 Run the exit code before the main game loop, so it doesn't try to render without a window
Flagged because this might cause some unforeseen issues.