3,634 Commits over 1,583 Days - 0.10cph!
Always return true in RenderCoordination_EngineIsRenderingThisFrame to always render viewport when when not focused
Added text-align
Menu nav spacer
Layout uses Yoga
Merge branch 'master' of sbox
Cache text measurements
Rect.Contract had left/top swapped
Added align-content, align-self, align-items
Fixed border radius order
Added Panel.DeleteChildren
Layout Test
Merge branch 'master' of sbox
SelectionIndex/SelectionSub
Inventory selection (with temporary hacks)
Merge branch 'master' of sbox
Stripping some unneeded bot code
Making HasAmbientOcclusionProxies non const
Entity.FindByIndex
Fixed mousewheel being fucked
Added UserInput.SelectedEntity
Added Entity.IsValid() which also checks for null
Delete inventory contents when dying
HUD boilerplate
Delete in game ui after leaving game (this isn't proper but it works)
position: absolute - right and bottom
Panel Tick
Box shooter
Fixed shadow spread
Fix display: none behaviour
Cleanup debug shit
dm player: Add gun to inventory on spawn
border-left test to remind me to make this work
Tweaking cssbox so it doesn't have big borders when there's no border 🤦♂️
Render background if it has a border, even if it has no background color
Fixed colour equality shit
border: 0 should set the border sizes to 0, not null
Color Parser test
Fixed Border size tests to reflect new behaviour
Styles
Merge branch 'master' of sbox
Mouse wheel part of UserCmd/Input
Merge branch 'master' of sbox
Added KeyModifiers
Text selection
Added Panel.MousePos
Added Label.GetLetterAt( pos )
Send an onmousemove to active element
Added Label.ShouldDrawSelection
Added TextEntry mouse drag selection
Lable: don't be 0,0 if string is empty, be the normal line height
Only count as a double click if the cursor didn't move significantly
Added Panel.OnDoubleClick
Select word if double click
Merge branch 'master' of sbox
Set :focus selector on focused element
Added OnKeyTyped
Focus element on click
TextBlock.GetCaretPos
Rect.ToString
Panel.HasFocus, HasActive, HasHovered
Focus on mouse down instead of click
On KeyCodeTyped convert to buttoncode before passing it to managed
Added Panel.OnButtonTyped( buttonname )
Fixed NRE in Panel.Switch
Added UI.Renderer generic DrawRect for caret rendering
TextEntry boilerplate
Merge branch 'master' of sbox
Suppor border: none
If a length doesn't have px or %, assume px
Added style.BorderWidth, style.BorderColor
Add UI scaling
Merge branch 'master' of sbox
Update Microsoft.NET.Test.Sdk
Don't scale ui by default because it breaks all the tests 🤦🏻♂️
nuget updates
Merge branch 'master' of sbox
Border radius, shadow shit
BorderRadius from styles
Don't commit these
Bit of a hack around the Vector2 issue
RenderContext.SetVector2, SetVector3, SetVector4
Move cssbox shader into sbox.base
Merge branch 'master' of sbox
Added Texture.Load
Fuck these asserts
Bind Vector4D
Added RenderContext.BindMaterial
Merge branch 'master' of sbox
Fix MaterialSystem,2.CreateRawMaterial
Merge branch 'master' of sbox
Ipsum tests
Texture file cleanup
Texture uses ResourceHandle shit
InteropGen added pointer .ToString, .IsValid
InteropGen: added ResourceHandle type
Added GameLoop.PostCreateInterface
Rename some big enums
Added Material, binds HMaterial/IMaterial2
Added GameGlue.GetMaterial
Changed SetMaterial to use HMaterial
RenderContext.SetMaterial (temporary)
display: block
Fixed text padding
Failing padding test to remind me to fix it tomorrow
Refactored to box, added Margin
FontWeight cascades properly
Mark all styles as dirty on hotload
Added FontFamily property
Changing how layout works
Flow layout
Unbind Panorama
Unbind UIWantsMouse/UIWantsKeyboard
Make Sandbox.Game internals visible to Sandbox.Test
Allow access to System.NotImplementedException
Replace UI with UI2
StyleParser is internal
StyleSheet.FromFile, StyleSheet.FromString
Support element selectors + tests
Support rgba( #ff0, 0.5 ) format
Warn on unhandled style property
Menu fixes
Panel.AddEvent works again
Panel input handles layered root panels
Added Panel.SetClass
Added Opacity style
NulLCheck in Texture.Destroy
Added position, handle absolute + test
When adding/removing a class, dirty styles recursively
Bind some of GameUIService
Handle allowing buttons and mouse to go to the game
SetHovered( null ) on game mouse
Override game buttons if in menu
Refactor for clarity, bit of documentation
Stylesheet hotloading
Added InputFocus
Added EventQueue, ButtonEvent
Remove some debug spam
Merge branch 'master' of sbox
Switch to Skia
Merge branch 'master' of sbox
Update UI2Test
Added float.CeilToInt
TextBlock implementation
Add Texture.Destroy
Cascade the font color and size
TextureBlock cleanup
Added UI2Test.Enabled
Sandbox.Manage isn't used anymore (kind of)
bind ISceneView.GetMainViewport
Changed RootSize to RootBounds
Hovering
Clicking
Citizen crouch blend
Added Texture.Update( IntPtr, ... )
Added UI2
Added UI2 Tests
Added Vector2.Distance
Changed float.Lerp to float.LerpTo
Merged Color with ui2 version, adds more advanced parsing, webcolor names
Moved Length to Sandbox.System
Merged Rect with UI2 Rect
No need for this time class now
Added Rect+Vector2
Added RenderContext class
Styles.Set allows multiple styles
Don't crash if renderer doesn't provide a text block
Interop: Fixed cref not working with ref
Bind Plat_ScreenToWindowCoords, Plat_WindowToScreenCoords
Added EngineLoop.HandleInputEvent - allow managed to take the first chomp at input
UI2Test
Update RenderingManager.cs
CoreCLR startup, add the platform runtimes folder to the search path
Include System.Drawing.Common
Merge branch 'master' of sbox
Fixed rendering everything in translicent pass
Disabled the rest of the ApplyScaleAndMirror stuff that is making modeldoc all wrong
Fixed GetAttachment returning uninitialized bullshit when attachment not found
Added Drop, View, Menu to InputButton
SceneObject DisableRendering if EF_NODRAW
Fixed animgraph crash when setting model to null and back
r_drawviewmodel works
More viewmodel work, still hate it
Added BaseWeapon
Merge branch 'master' of sbox
Update sandbox.client.win64.vdf
Do stackalloc in DrawQuad
These dlls and pdb's are in sbox_game - so don't include in repo
add cl_predicty toggle
Cleanup ModelEntity
Remove ViewModel layer flag if no longer wanting to draw on that layer
Viewmodel Experiments
Added TransmitType.Owner - to only transmit to entity owner
Clothes fixups
Pistol Viewmodel fixups
If deleting a client entity, delete its children too
semi auto pistol viewmodel fixes
Replicate entity's properly
Added Entity.EnableViewmodelRendering to render shit in the viewmodel pass
Don't create viewmodel in native, we got this
Added Entity.GetAttachment( name, worldspace )
Added Game + Player.PostCameraSetup
Entities maintain a list of their children