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19,242 Commits over 3,898 Days - 0.21cph!

4 Years Ago
InteropGen added pointer .ToString, .IsValid InteropGen: added ResourceHandle type Added GameLoop.PostCreateInterface Rename some big enums Added Material, binds HMaterial/IMaterial2 Added GameGlue.GetMaterial Changed SetMaterial to use HMaterial RenderContext.SetMaterial (temporary)
4 Years Ago
display: block Fixed text padding Failing padding test to remind me to fix it tomorrow
4 Years Ago
Refactored to box, added Margin FontWeight cascades properly Mark all styles as dirty on hotload
4 Years Ago
Quick fix of the other pages
4 Years Ago
Added FontFamily property Changing how layout works Flow layout
4 Years Ago
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
4 Years Ago
Header fix
4 Years Ago
Switch to Skia Merge branch 'master' of sbox
4 Years Ago
Update UI2Test Added float.CeilToInt TextBlock implementation Add Texture.Destroy Cascade the font color and size TextureBlock cleanup Added UI2Test.Enabled
4 Years Ago
Bind EngineServiceMgr
4 Years Ago
Sandbox.Manage isn't used anymore (kind of)
4 Years Ago
bind ISceneView.GetMainViewport Changed RootSize to RootBounds
4 Years Ago
Hovering Clicking Citizen crouch blend
4 Years Ago
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
4 Years Ago
CoreCLR startup, add the platform runtimes folder to the search path Include System.Drawing.Common Merge branch 'master' of sbox
4 Years Ago
Fixed NRE on death
4 Years Ago
Fixed rendering everything in translicent pass
4 Years Ago
Disabled the rest of the ApplyScaleAndMirror stuff that is making modeldoc all wrong
4 Years Ago
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
4 Years Ago
Added BaseWeapon Merge branch 'master' of sbox
4 Years Ago
Update sandbox.client.win64.vdf Do stackalloc in DrawQuad
4 Years Ago
These dlls and pdb's are in sbox_game - so don't include in repo add cl_predicty toggle
4 Years Ago
Header tweaks
4 Years Ago
Don't touch mobile theme New header
4 Years Ago
Initial Mess
4 Years Ago
Initial commit
4 Years Ago
Cleanup ModelEntity Remove ViewModel layer flag if no longer wanting to draw on that layer Viewmodel Experiments
4 Years Ago
Added TransmitType.Owner - to only transmit to entity owner Clothes fixups Pistol Viewmodel fixups If deleting a client entity, delete its children too
4 Years Ago
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
4 Years Ago
Cleaned up assettypes
4 Years Ago
Entities maintain a list of their children
4 Years Ago
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
4 Years Ago
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
4 Years Ago
Increase default sound distance
4 Years Ago
Screenshots save as jpg by default, in game/screenshots/ Bind F5 to screenshot by default
4 Years Ago
Ignore screenshots folder
4 Years Ago
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
4 Years Ago
Added IInventoryEntity Merge branch 'master' of sbox
4 Years Ago
Update .editorconfig Added Entity.EnableHideInFirstPerson, Entity.EnableShadowInFirstPesron
4 Years Ago
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
4 Years Ago
If any of the compilers failed to compile, don't load any of them Merge branch 'master' of sbox
4 Years Ago
Added Entity.Owner
4 Years Ago
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
4 Years Ago
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)
4 Years Ago
Added Entity.ResetInterpolation()
4 Years Ago
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
4 Years Ago
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
4 Years Ago
Added Entity.IsWorld DevCamera zoom Delete on touch Merge branch 'master' of sbox
4 Years Ago
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
4 Years Ago
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.