5,121 Commits over 1,552 Days - 0.14cph!
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
Removing a bunch of vehicle + teamplay stuff - if we can't recreate these in c# we failed
Changed UserCommand forward, side, up to vector
PlayerCommand isn't used anymore
Merge branch 'master' of sbox
Player shouldn't take damage from native code (will have to route physics damage etc via managed at some point)
Default binds: Q = menu, g = drop, v = view
Increase default sound distance
Screenshots save as jpg by default, in game/screenshots/
Bind F5 to screenshot by default
Ignore screenshots folder
Rust semi pistol
Pistol hold anims
Pistol Holdtype
Gun shooting setup
Muzzleflash setup
Allow particle systems to attach to ModelEntity attachments
Allow set int params on animator
Temporary holdtype switch test
Merge branch 'master' of sbox
Added IInventoryEntity
Merge branch 'master' of sbox
Update .editorconfig
Added Entity.EnableHideInFirstPerson, Entity.EnableShadowInFirstPesron
Don't allow setting self as parent
If we have a parent, copy its ShuldDraw()
Added Entity.EnableIgnoreParentShouldDraw (todo name better)
When updating visibility, also update child visibility
Merge branch 'master' of sbox
If any of the compilers failed to compile, don't load any of them
Merge branch 'master' of sbox
SetParent with no transform overload
Added PhysicsBody.EnableTouch
Rename Entity.Follow to Entity.Hierarchy
Added Entity.ActiveChild
Added Entity.EnableTouch even though in my tests it does nothing
Fix possible NRE in Hotload
Fix DebugOverlay.Box depth test wrong way around
Added Entity.WorldRot
Ball Gun Mockup
Added Entity.EnableShadowCasting, EnableShadowReceive
Renamed DrawingEnabled to EnableDrawing
Renamed CollisionsEnabled to EnableAllCollisions
Call DispatchUpdateTransmitState when changing Entity.Transmit
Drop the balls with E (unparent test)
Added Entity.ResetInterpolation()
Added Entity.Parent
ResetInterp when parent changes
Added Entity.WorldPos
Added Entity.PhysicsClear()
Added "hat" attachment
Stick balls on your head
Merge branch 'master' of sbox
Added Entity.FollowedEntity
Merge branch 'master' of sbox
Interop: Added StringToken type
Added BaseEntity.SetParent overload which takes a straight up CTransform instead of a pointer
Entity.FollowEntity just calls SetParent
String Token return 0 if null
Merge branch 'master' of sbox
Added Entity.IsWorld
DevCamera zoom
Delete on touch
Merge branch 'master' of sbox
Expose Entity.MoveType
Set setting Pos on entity, move its physics too
Added Entity.StartTouch, Touch, EndTouch callbacks
Added PhysicsBody.Pos
Beachball prop fixes so it works like a prop
Touch tests
Bind collisionprop.EnableInteractsAs stuff I don't fully understand yet
Added Player.UpdatePhysicsHull - This is temporary, I think we should update the hull when switching PlayerController.
Delete build debris
Update build order to build managed and run InteropGen first
Ignore build debris
Bind g_pNetworkClientService
Fixed console commands from console or ui not forwarding to server
Added debug controls
Merge branch 'master' of sbox
Added CollisionProperty.GetCollisionBounds()
Player Physics Hull to c#
Limit total ragdoll count, delete oldest
CollisionGroup get/set
Added ModelEntity.GetModelName()