5,151 Commits over 1,583 Days - 0.14cph!
Rename ItemListWidget to ListView
Fix WidgetGallery names
Start cleanup
New TreeView - adds smooth scrolling, entity and panel list improvements
InteropGen clean up child include files before generation, to avoid local left over files making you feel like it all still compiles fine
Fix local left over file making me feel like it all still compiles fine
Don't jump to SelectionOverride() item unless it changed
Don't show client only entities in Pawns section
Treeview keyboard navigation, scrollTo
Scroll to item on dynamic selection
Fade closed sections
Fix hovered item being invalid when rebuilt while hovering
Fix not clearing map/game entity categories if none
Split entity list into world and game
https://files.facepunch.com/garry/ec9d32de-b157-4e32-9479-131a6f4b5390.png
Delete old DataNode
Fixed Paint.MeasureText returning empty if Pen was clear
Margin cleanup
Fix warnings
EntityList improvements
TreeNode supports tooltips
Tweak GameSelectorDialog
Fix up Hammer/EntityTool
PanelList supports hovering
Add tooltip padding
BaseItemWidget.Clear
Hover state for BaseItemWidget items
Fix Rect blowing up the world when json serialized
AssetBrowser uses new treeview
Allow BaseItemWidgets to take their selection dynamically from another source
Treeview, expand path to object logic
Changed Utility.Inspect to Utility.InspectObject
Panel List uses new TreeView
https://files.facepunch.com/garry/92708d08-2b8c-4506-9893-d030c102fb7b.png
Delete old tree, datamodel stuff
Split some of ItemListWidget into BaseItemWidget
Create TreeView.cs
Do Plat_ExitProcess so we don't hang, and will catch shutdown errors
Add gpu info to crash logs
Remove MOVETYPE_*
Most of the move types were unused. We want all the movement logic in c#, we don't really want c++ doing special things. So there are basically two move types - KeyFramed and Dynamic. We shouldn't need to explicitly define these. If the entity has a physics object and it's dynamic, then it's 2. If not then it's 1.
When sucking the transforms from physics objects to entities, also suck the velocity
Fixed not compiling in debug mode
Re-enable PhysicsThinks because I don't have the bandwidth to figure out whether it's needed
Remove a ton of unused entity flags
Unused portal code
Remove groundlink
Remove basemodel fadeout thinks
PhysicsEnabled works on client
Clean up physics debug draw, color static, keyframe, dynamic in different colours
https://files.facepunch.com/garry/f91c71d9-336b-4c1a-b471-f9a5c7962627.jpg
delete IPhysicsPlayerController
Delete IPhysicsShadowController, simplify
delete positionwatcher from vpc
Entity.Position no longer sets body positions
There was a hack here.. when players respawned we obviously set their positions to the new spawnpoint. But then their keyframed physics hull would rush to that position (via ForceUpdateIfKeyframed).. which hit anything in its path. Snapping the position was the wrong move here imo, I will explore alternatives.
delete positionwatcher.h
Got phys_debug_draw working again
Remove unused
delete vphysicsupdateai_t
Completely remove movetype
Fix physics timescale default
Fix physics timescale default
wip
remove sv_gravity and all other movevars
Remove a bunch of movetypes
delete src\game\shared\movevars_shared.cpp/h
Get rid of phys_timescale
Get rid of sv_skyname
Initial Physics Settings class
Obsolete Global.PhysicsSubSteps, Global.PhysicsTimeScale
Simplify physics substep math, store substeps and timescale on world
Physics settings page
https://files.facepunch.com/garry/26f366ac-323a-4258-8106-0f1fa49a3e58.png
Game page
Move compiler stuff into project settings, add a couple more options
Merge branch 'project_settings'
Game page
Move compiler stuff into project settings, add a couple more options
Physics settings page
https://files.facepunch.com/garry/26f366ac-323a-4258-8106-0f1fa49a3e58.png
Simplify physics substep math, store substeps and timescale on world
Get rid of phys_timescale
Get rid of sv_skyname
Initial Physics Settings class
Obsolete Global.PhysicsSubSteps, Global.PhysicsTimeScale
remove sv_gravity and all other movevars
Remove a bunch of movetypes
delete src\game\shared\movevars_shared.cpp/h
Fixed breadcrumb passing the format, not the formatted string
Better error on Open Image Denoise error
Add breadcrumbs to CUtlLinkedList overflow
Delete physics_testbed
delete physprofiler_subtool
Delete rubikon serialization, reflection, snoop, intersectiondictionary
When out of memory, drop a breadcrumb describing how much we tried to allocate
Add breadcrumbs around startup and shutdown, loop changes
Clean up, refactor into ItemListWidget
AssetList uses ItemListWidget instead of ListView
Fix OnDragStart being called when not dragging
Add Paint.SetFlags
Feel tweaks
Successfully make CAbstractScrollArea transparent
Add DebugOverlay to ItemListWidget
CurvePresets uses ItemListWidget
PublishWindow uses ItemListWidget
Refactor
Obsolete ListView
Switch everything in addon from ListView
Give a warning on AuthenticationException when downloading image
Tweaks
Add Scrollbar.Value
Fixed Rect.Contract by margin
Move some UI structs to System so they can be used by Tools
Move viewport to QAbstractScrollArea
Add Scrollbar.PageStep, SingleStep
Add BaseScrollWidget.OnScrollChangedf
Add MarginProperty
Connect SliderMoved
Explicitly mark out of memory errors
Prevent frameless window stuff messing with popups/tooltips
Widget.OnDoubleClick calls OnMousePress by default
Drag.Execute returns a DropAction
Add Drag.SetImage
Add smooth scrolling to BaseScrollWidget
Create ScrollExperiment.cs
Compatibility fix
Add MethodDescription.InvokeWithReturn
Add WidgetGalleryWindow
Start BaseScrollWidget
AppVerif for sbox-dev
Fix SoundEvent double delete
Clean up error tracking
delete syncfrommirror
delete parsifal
Tweaked launch config window
Merge branch 'master' of sbox
Add ErrorReports shutdown
ErrorReports sets release version correctly
Merge branch 'master' of sbox
Delete unit tests, clean up groups.vgc
It would be useful to set these unit tests up but right now they're too fragmented to be useful. Our long term move should be to re-implement them up in a more organised way that works for us.