19,213 Commits over 3,898 Days - 0.21cph!
Separate Gizmo instances for server tick, client tick
Remove unused
Disposed protect World.DeletePendingObjects
SceneCamera.Worlds automatically removes deleted worlds
Gizmo.Instance can be disposed
Re-use our own functions
Post returns HttpResponseMessage
Move gizmos folder to engine
Run static constructors in sandbox.engine after bootstrap has initialized, because not everything will be loaded yet
Make some gizmo stuff public so it all compiles
Faster recent activity lookup
Keep track of package usage in the database too
Fix packages returned by /find/ not getting partial cached
Add package/list api
Fixed sort:user showing a list of packages you haven't played, rather than a list of packages you have
Cleanup
When uploading a map, only replace the thumbnail if the current thumbnail is empty, or generated, or an asset browser thumbnail
Add sort:friends, add friends category to package/ist/ api
Make hash unsigned to fix json deserialization, extra logging
Fixed Input.Released not always being called
Avatar: Focus on the face, no matter how short they are
Save/Load map addons to PackageReferences properly
When adding a manifest, work through EditorReferences too - and handle package names with versions (kind of)
Move AssetPublishConfig to tools.dll
Can set MetaData value to null to clear it
Don't show special context menu options on map projects
Use EditorReferences instead of cloud_packages in map config
Automatically convert map project to content project
Resolve the name from PrimaryAsset meta - means published map name doesn't have to match package ident, can be in any folder
Do show the upload option on a map project 🤦♂️
Create new map creates a content project
Don't show publish option in map or content addons
Publish maps from their vmap
Add PackageReferences tab to map project settings
Default cloud sort order by popular, because user doesn't show anything without a userid
Revert "Ignore InputManifestTemplate.cs"
This reverts commit 0b3e9ba7fad14bb5f2afa142878dc095a29bd97f.
Touch this so it gets re-generated
Ignore InputManifestTemplate.cs
ClearActions shouldn't release the actions, Added ReleaseActions
Store FullIdent in PackageIndex
Add a tag for packages that have non-generated thumbs
PackageFindAsync can take a steamid, return recently played
Add ListPackages api
Game home test
Special routing for escape key, added StopPropagation to ButtonEvent to allow stopping opening menu from in game
Add Game.IsMainMenuVisible
Set defaults for InputActions, correctly cascade to common if missing
Cleanup
Fix AnalogMove not reaching usercmd
PrimaryAttack, SecondaryAttack to "attack1", "attack2"
Fix up base addon to not use InputButton
Fix actions getting stomped
Rip out native key trapping
Key trapping moved to managed, works awesome
https://files.facepunch.com/garry/7368ef4b-c447-4c18-813b-5851184c2dd0.png
Cleanup
Handling for multi-key binds
Remove unused key binds
Switch InputAction.KeyboardCode to a string rather than an enum
Don't complain if forward, backward, left, right are missing
Delete all the engine's IN_BUTTONs and iv_* binds
Network Protocol++
Restore mouselook capturing
Add forward/backward/left/right
Add defaults behaviour for building AnalogMove
Make edit panel a popup(ish)
String equality cleanup
Common input cleanup
Readme: troubleshooting - vcpkg conflicts
Add css `border-image-tint` property (#952)
* Add css `border-image-tint` property
sboxgame/issues/issues/3057
* Compile optimized shader
Add option to compile optimized shaders in asset browser context menu (#953)
ShaderGraph: Add Fresnel node
Failing test involving generics causing EntryPointNotFoundException
Fixed resolving generic methods
Fixed possible stack overflow when fixing references
Expanded GenericReference test to help investigate
Replacing method now thinks it's inside the original assembly
Fixed references to the wrong assembly in fast hotload
Don't need to relink variable types
Update to use new package rate api
Use new favourites api
Allow dry suit to be used with rebreather
ShaderGraph: Fix comment UI not clamping to min max size in layout
Allow tools projects to use unsafe code (#955)
sboxgame/issues/issues/3124
ShaderGraph: Open just the node menu when opening from connection drag
ui: Apply background image tint after converting image to linear color space
Fixes sboxgame/issues/issues/2859
Revert "ui: Apply background image tint after converting image to linear color space"
This reverts commit 156e71188456115acf1cf616e9211453cd10e18c.
UI: Tint background image after converting to linear color (with alpha this time)
sboxgame/issues/issues/2859
USP attachments worldmodels + lods
Brightened up the avatar editing menu
Citizen/clothing: updated tank top cut body meshes to latest rig + improved skinning along cloth edges
Tools: Add "New Shader Graph" to context menu & default graph asset
sboxgame/issues/issues/3149
9mm bullet and casing
SceneMap (#870)
SceneMap adds the ability to render map geometry in a scene world for menus, ui and tools. SceneObjects are created for visual map entities.
Throw error when [ClientRpc] is added to invalid methods (not an Entity type, or EntityComponent type, or static method)
Merge branch 'master' of github.com:Facepunch/sbox
Tidy up and add comment
Don't sort generated code blocks inside class groups!
Whoops
Fix ortho lights not working
UI: unit tests for recursion & nesting
UI: when creating a razor panel, check ancestors to make sure we're not creating recursively
sboxgame/issues/issues/2714
Merge branch 'master' into input-actions
Cleanup project input properties