191,988 Commits over 3,259 Days - 2.45cph!
allow levels smaller than screen grid
fix dropping dragged items
wip decouple player from thing
more decoupling, player ghost
fix camera panning
Don't try to get an AssemblyDefinition to assemblies with no location
Clean up package contents, handle versioned inputs properly
Update revoke logic
Leaderboard backup, run #629
Add GraphicsView.SelectionRect, add selection box to graph https://files.facepunch.com/layla/1b0511b1/sbox_AT7exzHrxn.mp4
Potential fix for hud duplicating
Replay bot improvements
Smoothed playback and see when they duck
Restore preview textures when preview model changes
Node result just has component count instead of generic type
Restore preview textures on hotload
Updated Lighting + Added Cubemap to Entity Prefab Editor
https://files.facepunch.com/louie/1b0411b1/sbox-dev_2dBnc5UGJE.png
Fixed component names not being serialized in prefab editor
Iterate through shoot components and add hints instead of doing shit manually
Fixed up shooting component, shotgun has two shoot components
Killed off WeaponData entirely
Allow texture nodes to set a vtex to preview https://files.facepunch.com/layla/1b0411b1/sbox_f1zmhN87os.mp4
Serialize texture as string, load when needed (ResourceJsonConvert is internal)
Add ViewModelComponent to set up ViewModel when the weapon's deployed, cleanup. Made WeaponData obsolete
Add ViewModelPath, set up ViewModel correctly
Add PrefabSystem.GetPrefabsOfType
Try spawning weapons through prefabs
Work on cutting out useless structs, replace with properties in components instead
Lerp node casts fraction to largest of the two components unless it's a float fraction
Make sure any coord input passed to texture node is casted to float2 in generated code
Make shadergraph a IAssetEditor
Use dockwindow
Setup shadergraph project the same way as prefab editor
Just set the default value instead of using [DefaultValue] on info_particle_system
Pass property attributes to prefab editor, fixes ResourceType marked properties not displaying correctly
Switch NativeRenderingWidget so you're less likely to be accidentally rendering the scene in Paint
Tweak codegen for sboxgame/issues/issues/2862
Lets use screenshots on the package list
Fix documentation dll upload
Update ci to need upload_start to succeed
Add ContextTools to allow us to resolve our current context from engine
Add ResourceLibrary.Resolve() for engine
Leaderboard backup, run #605
Test csproj name for suitability, revert to ident if it's fucked
Display top players by credits in menu
Add query to fetch top players by credits
Neutral setup for guncam UI
Super minor bounce & screen brightness tweak.
Remaining widgets for AH gunner's screen
▇▇▋█▋▇ ▋▅▋▅ ▅▅▇▇ ▆▇█ ▄▌█▇▉█▉▄ ▋▉▇▆▅▋
Add a mission objective script which requires the player to press a button
Hide Sandbox.Internal.Tests.CmdTest & AssetList event handlers (again & properly))
API Ref: Make method implementations count as documented
API ref: Handle protected internal and private protected
Updated silo prefabs and meshes
Added LODs to a few silo pieces
Simplify gmod_tool concommand code
Call TOOL:ReleaseGhostEntity on holster even when TOOL:Holster doesn't
Fixed some issues with large textures
Fixed textures of size
32768 trying to allocate way too much memory
Disallow loading of textures above 64k on any side (with a warning)
Added more info to "CFontTextureRegen: Failed to allocate X bytes" warning (and should also be less crash prone when it happens)
Simplify gmod_tool code
Call TOOL:ReleaseGhostEntity on holster even when TOOL:Holster doesn't
TGA loading: do not try to read data if overflowed
Simply displays better warning, it wasn't actually reading any data