3,634 Commits over 1,583 Days - 0.10cph!
Can multiply colors together
Enum control closes when you select an option
Fixed TypeSerializedObject ordering so calls to OnPropertyChanged will have the new value
Include sheet_sampling.fxc
ResourceLibrary.Resolve assumes GameMenu if none is set. This might break some stuff, if it does we need to context wrap those calls.
Fixes this stuff when editing in Scene system, no logical place to wrap.. https://files.facepunch.com/garry/3a7bb7e9-3040-4937-8d02-e7e73f6b4efb.png
TypeSerializedObject updates its properties when it detects a change
Cleanup, NRE fixes
Implement GroupName in TypeSerializedObject
Add GroupAttribuite, ToggleGroupAttribuite
Add ability to add sub-layouts to control sheet
Fix FindIntEditInfo returning junk if not set
Tag texture sheets and animated sheets, so we can filter them in the asset browser
Rebuild a bunch of textures to get the new ints in them
Start access to sequence info, ready for someone else who isn't me to finish
Fix MainThreadjob getting stuck because we release/delete MainThreadjob holding the CompleteEvent, while shit is waiting.
Always use texture hookup thread pool instead of trying to use the shared thread pool
Don't yield jobs when we are one
Diagnostic TOOLS_STALL_MONITOR_SCOPE in GetMaterial
Add Texture.SequenceData, Texture.SequenceCount
Fix render errors if SceneCustomObject turned null due to hotload
Fix FolderNode errors when deleting a folder
Fix assembly bytes not updating on fast hotload
Should fix dedicated server crash
Broad stroke networksystem replacement
Adds a network system, with host, connect2, status2 console commands for testing networking in the scene system.
Add PhysicsBody.Surface, PhysicsShape.Surface
Add Input.EscapePressed
Fix native dsn again
Fix not writing .version etc if commit message was empty
Rename some of this intersection stuff
Keep AO proxies updated after animation
Add TypeDescription.BaseType
fixes sboxgame/issues/issues/3660
fixes sboxgame/issues/issues/2611
If package starts with local. then don't find by exact name
Throw exception in CodeEditor.OpenFile if passed path is null or empty
Disable Panel go to source is source file is empty
Handle not found exception in MenuUtility.Storage.GetStorageFiles()
Fix NRE in LoadAllAssembliesFromPackage, if a package failed to load
Remove deleted bodies and shapes from m_CollisionEvents
Ignore world by looking for world tag, instead of entity == 0 (because it's always 0 in scene system)
Trigger ignore if both have no touch events - not just one
Fill out the ContactEnd struct
Add PhysicsShape.Collider object
Re-order VPhysIntersectionNotification_t to make it more c# interop friendly
Add IPhysicsWorld.ProcessIntersections
Add Gizmo.Draw.LineSphere easy mode
Add PhysicsBody.OnTouchStart, OnTouchStay, OnTouchStop
Add experimental SceneModel,SetBoneOverride
Transform Json serializable
ControlWidget don't fall through OnContextMenu by default
Add Paint.MeasureText easy mode
Speed up PopupWidget fade in
Add ITag.SetFrom
Add SceneMode.OnSoundEvent
Add SceneModel.OnGenericEvent
Fix CUtlString copying crash in animevent_t
Add SceneModel.UpdateToBindPose()
Add SceneModel.OnFootstepEvent
Update FootstepEvent
Give citizen foot_L and foot_R attachments back, so footstep events work
Add CSceneAnimatableObject.SetBindPose
More keyvalues binds
Disable a ton of anim events (until someone tells me they were using it)
Anim event callbacks
Add BodyGroupsControlWidget
Add BodyPart.BoneName
ControlWidget supports wide mode
Added ControlWidget.ValueHash
HasAttribute non generic
CustomEditorAttribute has WithAllAttributes property
Name the bodygroups in citizen
Add Model.BodyParts, obsolete all the old accessors
Revert "None of this is used, prove me wrong"
This reverts commit 673e5e351dc372e2cdb4b91f3fefcea3b8fd9990.
None of this is used, prove me wrong
Add SceneModel.MergeBones( SceneModel other )
Fix startup error
Performance scope animation update
AssetSystem: optimize FindByPath lookup
Optimize GameResourceProcessor
Keep __references ordered to avoid diff hell
Optimize recursive WalkJsonTree
SceneModel can get anim parameters
Add PhysicsWorld.Step( delta, substeps )
SelectionSystem has events
Rename TreeNode.HasChild to TreeNode.HasDescendant
Open and scroll to selected item in treeview