5,158 Commits over 1,583 Days - 0.14cph!
Making SimpleMeshPolygon a class, since it's holding a List there's no benefit in it being a struct,
Newlines after steam api context warning
Formalize initialization of SimpleMeshPolygon
Trim panel InnerHtml content from labels
Don't recreate Steam Api in dedicated server, so ip and steamid doesn't keep changing
Strip some tv relay stuff
Only show download UI when downloading
reset this shit here because they allocate arrays based on the number of bones, and while they change when the model handle changes, the model handle might not have changed (because it might have just changed from an error to loaded)
On client model download, reload the model
Reallocate CCompositeParentSpaceState if bone count changed
CBodyGameSystem always RegisterToolsResourceListener
Try to deal with broken resource reloads by restoring their old models and clearing the list
Fixed not precaching all models
Fix warning
Optimize Input.UpdateMouse
Throw an error if map isn't a map
Update steamworks dedicated server binaries
Fix Input
Don't add map models to the precache table
Fix server package adding to stringpool table
Fix Package network table not being set up
Fix EntityList NRE
Ignore Package is listen server client
Managed fog
Squash
Finish rebase
Fix intellisense for native rendertools
Cleaned up - not tested in game
Fix Vector3.LerpTo change breaking addons
Fix fog in game
Only copy fog attributes on RenderScene
Remove unused from SceneSystem
Add ManagewdRenderPipeline.SetupWorldViewAttributes
Add callback to allow setting viewattributes for a scene from c#
Comments
Shouldn't need this now
Added EntityTarget struct
Use EntityTarget struct instead of TargetName and TargetType
Make EntityIOTargetType internal
Move BuildTargets logic to EntityTarget struct
Include assetpreview in toolframework
Moving asset thumbnail management to c#
Only render model thumbs with transparent background
Thumb async
Crash fix
Rebuild thumbnail on asset change
Allow asset queries to take and skip
Cleaned AssetPublishWidget
Remove Package.UpdateDetails from menu
Add Package.UpdateValue
Can edit name/description/release state
Package download code wip
Flex copy code now works on partial flex sets, as long as they share the same name
Allow game code to query packages
Allow access to package metadata
Rename PackageVersion to Revision
If bonemerging a model and it has the same amount of morphs as its parent, copy the morphs over too
Delete main menu lobby bar
Hiding junk files in the assert browser also hides trivial children (like the vtex files that are generated by materials)
Can publish individual models to s&works
Fix placeholder text
Hackily wait for a while for the real thumb (we'll fix this don't worry)
Opening menu on org property waits for account information
AddonManifest accepts single assets
AddonUpload show error if manifest post returns
Add Pixmap.GetPng(), GetJpeg, GetBmp
Upload asset thumb
Add Button.ButtonType
Tweak org property
Use propertysheet for this
Add Asset.MetaData
Formalising "valuechanged" stuff
If make used by/using lists in inspector need double click to inspect
Save publish info to meta on change
Add Sandbox.Tools.Test
MetaData class, tests
Asset Inspectors gets passed the asset info the constructor
AssetType has type statics (Model, Animation, Texture)
AssetInspector add publish UI for model
Create video command, bind to f6, press to start recording, press to stop recording
Remove unused from SceneSystem
Add ManagewdRenderPipeline.SetupWorldViewAttributes
Add callback to allow setting viewattributes for a scene from c#
Comments
Shouldn't need this now
Fix Vector3.LerpTo change breaking addons
Cleaned up - not tested in game
Add Editor > Help > Widget Debugger
Add Layout.Clear()
Changed where custom inspectors are created so they can take over the whole inspector
Cache GetLargestMonitorDimensions
Minimal SceneWidget, widget that renders a SceneWorld
Fixed startup errors after asset is removed
Fix EntityList filtering not working
Fix post process screen size not applying, but for real this time
Tweak Post Process (note @samzanemesis - still doesn't seem to be real world units, seems to be half distance)
Fix devcam post process not getting removed
Fix exception trying to remove component that doesn't exist
Right click create when AssetList source is a folder
Add TreeView.SelectSingleRow, Treeview.ScrollTo
Asset Browser, filter history, back forward mouse nav
Asset browser nav buttons
Add Toolbar.ButtonStyle
Add Option.IconText, Option.Menu
Menu.OpenAt can specify non modal
Asset browser options
Run SetInputActionManifestFilePath in another thread https://files.facepunch.com/garry/093759b4-0230-42dc-9052-3be800d88d41.png
More timings
Don't make texture filename box yellow if not using right suffix
Allow dropping textures onto texture boxes in material editor
Enforce a standard layout on met, avoid fighting dockwidgets
Add Tools.Clipboard
Copy relative path works
Support for item view dragging
Fix Build-Retail-Managed not working
Update asset browser file view when we detect files added/deleted etc
Fix screen size not updating for post process
Only update changed assets on change
Add EntityComponent.IsSingleton, IsPredictable
Fix fog controller warning
Add ISingletonComponent
Revert "Add EntityComponent.IsSingleton, IsPredictable"
This reverts commit cb00272de0b9e3dc2ec2cf663cad39073e295168.
CameraMode uses ISingletonComponent, RemoveSingletons on component Add
Fix components not being updated clientside if they were swapped out for another one
Fix material errors
Make NavBlocker ShouldTransmit = false
Fix ForceStartGame warning
Fix NRE when Package.Tags is null
Fixed components getting fucked about after hotload/rebuilding the network tables
Hotload timings
Removing debugging, sealing some classes
Fix not being able to pan in TimingsView
Fixed particle collections deleting child objects which in turn try to double delete their own objects
Clicking a timing section will take us to that code
Spin the async queue during init to let things finish/continue
Don't wait for GetAuthSessionTicket
Create a UI that allows us to time load & compile times (#188)
Added SectionTimer
Flesh out ApplicationTimings UI
Add timings and flags everywhere
This test will fail if we change the API in a way that means addons will break
EdgeQueryResult_t crash fix (from dirk)
Rust player model (for measuring)