5,129 Commits over 1,552 Days - 0.14cph!
Can change map in active game screen
Added stylesheet selector broadphase
Sort option
Game list uses new package list
Don't touch drag if MouseDown stopped propogation
Map facets + search
Add MathX.SmoothDamp( float
Make BaseScrollWidget smooth scrolling use smoothdamp
Add MathX.SmoothDamp( float
Make BaseScrollWidget smooth scrolling use smoothdamp
Fix panel slider not sliding properly if a parent needs scroll
Add game settings to lobby
Fix Map option sometimes not showing
Fix growing
Create server menu
Save/load lobby settings automatically
Active game page on game menu
Handle deleting panel during children tick a bit more gracefully
Remove debug text
Map selection
Package download diagnostics
Add NavigatorPanel.INavigable, allowing panels to recieve notice when they open and close due to navigation
Add interopsystem.status, interopsystem.dump debug commands
Close previous game when opening a new one
Refactoring
Quit button works
Lobby cleanup
When reporting a panel event error give its name
When setting up a panel bind - try to set its value immediately
Assert Panel.StateHasChanged is called in the main thread
Add NavigatorPanel.AddDestination to manually fill destinations instead of searching for attributes
Start refactoring game menu screen into a more customizable structure
Fix error reporting not always sorting menu/tools errors properly
Add a group for hotload errors to make them discoverable
Add an exception scope for ilhotload exceptions to make them findable
Add "open menu screen" option for game projects
Modal popup cleanup
Start cleaning package information popup
Fix grab dragging not working unless the style was defined inline !
Package information popup cleanup
Leave lobby by pressing cross in navbar
Packagecard primary clicker is just the image
Leave game button
Package card pointer
Show time played on package tiles
Fix last update time not being timezone aware
Fix texture loading errors
Don't mouse wheel scroll if overflow-y not set to scroll
Add Box.Padding, Box.Border, Box.Margin
Include padding in panel's scroll size
Show more games in discovery
Constrain drag velocity to only scrollable axis
Only drag game tiles if clicked a game tile
Add RealTime.SmoothDelta
Make scrolling less jittery
Don't update hover state when dragging
Fix drag threshold not working
navbar cleanup
Add overflow-x, overflow-y
Fix editing styles in editor not doing anything
Store textures pointers differently to avoid array out of bounds errors
Add Int/Long.KiloFormat()
Clean up Package.List so it doesn't return #local packages
Remove Menu.RenderOverlay
Use package list for front page instead of that fucking mess I made 6 months ago
Move PanelEvents to their own files
MathX.Remap clamps by default, added unclamped version
Add Panel drag events, can scroll panels by mouse dragging
Add Widget.SizeHint virtual function
Paint.MeasureText, Paint.SetFont works outside of paint
Move BaseStyles to Engine.dll so it can be accessed by tools
Throw an exception if trying to send network messages in another thread
Fix WebSurface.Url not working (sorry!)
Remove unused InfoPanel string table
Hide autocomplete on escape
Clean up autocomplete internals
Consolidate convar bindings/remove unsued
Clean up console binds
Remove support ConCmd overloads
Don't allow managed convars to stomp native, or menu convars. Warn and ignore if creating convars with the same name.
Merge branch 'master' of sbox
Restrict WebSurface to non-local http + https requests
Generate triangle lists for all lods
Revert to uncompressed vertices because it totally broke map compiling
Remove On Escape Button spam
Fix map build dialog hanging with too many asserts
Add more stuff to MeshTrace.Result https://files.facepunch.com/garry/5598a5d8-0988-4770-abb9-f03b747ba722.png
Remove "RayTracingEnvironment has leaked" stuff
Don't set the model's trace object structure up on creation, set it up when it's going to be used
Enable mesh tracing in game
Expose RecreateAllStaticConstantAndCommandBuffers(
Add Material.Attributes
Add RenderAttributes.GetTexture
Store ITextures by their pointers, so we can avoid recreating Texture objects when retrieving from native
Scene object m_tags start at 3
Remove debug output
Gizmo.Draw.Sprite correct transform
Gizmo sprites draw the right texture although this generic shader is shit
LOD setup for simpledress_black and _blue
fix lighthelper treating unrelated entities as lights, fixes slowdown on compile
tools_sprite shader: can use in standard mode
Rebuild content path and open editor window on PostBootstrap since LocalProject are added in Bootstrap now, otherwise Qt doesn't know where any files are
Citizen/animgraph: fixed "none" idle poses not updating until a reset signal is forwarded by switching holdtype and back again
Add internal function to scene object to add tracing from vertex data, internal because it's only needed for tools currently
Dynamically created physics bodies set their game scene node handle to zero so tracing against them should return world as the entity
Gizmo.Model shouldn't cast shadows
Make sure we have a Filesystem.Content early even though LocalProjects aren't added yet, fixes asset type icons not registering
Add cloud path to CONTENT search path, fixes hotspot rects not working but probably loads of other weird stuff too
Add support for data URI (inline) images
Make volumetric fog perfomance much better with area lights
Change string contains to string equals when searching for dependencies (fixes cyclic dependencies detection false positive)
SceneSunLight transform sets the correct direction now
adjusted oil_drum_explosive albedo
Merge vertices in PolygonMesh
Merge branch 'master' into mesh-tracing
Add tags to map created world sceneobjects
Sceneobject tag filters work
Allow Texture.Update to update subsections and multiple times per frame (!)
Add Texture.Update versions to set a pixel and rect
Move SceneWorld.TraceRequest to Sandbox.MeshTraceRequest
Memory amount debug
Skip trace data on non lod0 meshes
Fixes
Cleanup
TraceVertex_t from 34b to 29b
TraceVertex_t from 29b to 20b
TraceVertex_t from 20b to 12b
Pass transform with meshtrace result
Add mutex around creation of sceneobject trace instances
Store the parent environment in the Instanced raytracing to allow for easier deletion extra safety
lock when building trace environment
Use FindAndFastRemove here - it's a million times faster
ModelTrace uses RayTracingEnvironment
SceneWorld.MeshTrace
modellib depends on raytrace
Add RayTracingEnvironment to every RenderMesh
Store RayTraceInstances on each model
Reconfigure to allow Model.Trace( ray ) always
Fix Gizmo.Text getting culled way too early
Add GameTask.WaitAny, WaitAll
Fix hotload EndNoGCRegion error when using a lot of memory
Whitelist Task.Status
Add GameTask.WaitAny, WaitAll
Fix hotload EndNoGCRegion error when using a lot of memory
Fix Gizmo.Text getting culled way too early