4,478 Commits over 1,308 Days - 0.14cph!
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.
Host handles channel id's
Add status2
Force cursor visible if console visible
Refactor NetworkUser to NetworkChannel, make NetworkSystem internal
Filesystem initialization in the right place for unit tests
Try to get FACEPUNCH_ENGINE to be an absolute path
Get the engine env var from the process
Set the env var for the test folder during run
Move unit test location
Fix up unit test paths
We don't need to copy all this stuff anymore
Handle uri.IsPrivate exceptions
Don't try to load materials during unit test (todo)
Put filesystem testfolder in .source2
Don't upload unittest folder to Steam
Add Time.Scope
Don't send broadcast messages to connections that aren't fully connected
Allow GameNetworkSystem to push
Joined/Disconnected callbacks in GameNetworkSystem
Simple JsonMessage handling
Add GameNetworkSystem
Snapshot transport
ByteStream tweaks
Put unit test project downloads in .source2
Application.IsUnitTest is true during unit tests
Basic, unoptimized message splitting
Reduce steam networking debug output
Collect game assemblies on join
Gather required packages & menu packages from server's game
Engine unit tests (disabled)
Remove unused
Prepare for -joinlocal
Handshake json messaging
Create NamedPipeTest.cs
Fixes
Fix can't run sandbox.engine console commands from in game console
Handshake framework
Refactor
Warn if interopgen structs are less than pointer size, so should be marked with [small]
Mark some stuff as [small]
Bind SteamNetworkSocket, SteamNetworkConnection
Cleanup
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