21,403 Commits over 1,552 Days - 0.57cph!
Matrix.Identity fix
Added transform property
Transform rendering wip
Transform transitions
Bind Matrix
Add RenderContext.SetMatrix
Remove unused
Add Rect.Center
Added Style.SkipTransitions
F keys are game buttons, run binds even when in the menu ui
UI test cleanup
Dedicated server console output now kicks ass
Restore and Save the predicted vars from c++ around simulation
Update sandbox.entity.def
Merge branch 'master' of sbox
Finish cheap ocean shading, update test_water vmat
LastButton prediction fixes
Added Time.Tick
Fixed dedicated server errors
Don't bother with the assetlist right now
Alternate replication attributes, Net, NetPredicted, NetLocal and NetLocalPredicted
Write the other network var groups
Added SbDataTable
Bind DataTable
Move network data get/set to DataTable object
Fix citizen walk speed not networked
Merge branch 'master' of sbox
Fixed dark outline around text
Iterate on water, start shading it
Merge branch 'master' of sbox
Add Transform.Zero
Merge branch 'master' of sbox
Fix auto shader compiler not working on addons
Support multiple box-shadow
Aadded text-shadow support
Text shadow shader (broken as all fuck)
Merge branch 'master' of sbox
Water, WaterSea and WaterVolume
Add TransmitState to managed
Add TransmitState to Entity
Re-enable Material.Create, let me know later why I shouldn't do this yet
Merge branch 'master' of sbox
Don't bind UpdateTransmitState since that's implicit
Fix shader compiler progress spewing beyond 100% on consecutive compiles
Gotta reinitialize these too
Set custom material name on CreateRawMaterial
Update shadertest map
Update construct blockin with better computed lighting
Add stub for Sbox VSCode extension
Iterate on water
Update gitignore
Unbind Set/GetTransmitState, redundant as there is TransmitType
Add sbox_water shader and screen aligned planes
Warn when a shader file is empty when processing it
Update test_water with our sbox_water shader
Remove old code from WaterSea and WaterVolume
Fix projection on sbox_toolgunball looking weird
Merge branch 'master' of sbox
Moved ViewModel logic to BaseCarriable (should it be BaseCarryable????)
Don't recompute skeleton during entity deletion
Added Entity.IsFirstPersonMode
Gun adds effects to viewmodel only in first person mode
Fixed viewmodels not showing up in demos
Clean up native viewmodel rendering code
Only draw viewmodels if IsChildOfViewEntity
Fixed double viewmodel on start recording demo
Added Panel.Delete()
Delete HUD properly when HUD entity is deleted
Use prediction rules when broadcasting rpcs
Only UsePredictionRules if GetPredictionPlayer exists
Cleanup
Added IBaseInventory
Added BaseInventory (in addon code)
Added BasePlayer.TickActiveChild
Added Entity.IsActiveChild()
IBaseInventory takes care of dropping, picking up
Update Viewmodel Positions in Gamemode's PostCameraSetup
sbox_game tier0
Stop thread console spew on startup
Use TextBlock for TextBlock
Fix Filesystem.FindFile needing initial slash
Moving these fonts to addons
Custom font support
font-family cascades properly
Turns out for clientside entities to animate the graph nodes need to all be set to ClientSimulate
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120
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Removed debug
Buffer active child setting so we can get reliable callbacks
Replace old broken viewmodel code with new broken viewmodel code
css cursor: pointer etc works
IMenuSystem cleaning
Compile notifications
Stylesheet parsing errors show file and line
left, right, top, bottom transition
background obeys opacity
Fixed DevUI - exception notification
CEntitySpawner - spawn by name if spawning by name
Cleaning, vprof'ing ui
Cleanup, Fix Tests
border-left, -right, -top, -bottom
Unused
Moving as of yet unused old layout stuff into ui2
Manage.cs is unsued
Fix menu addon
Disable panorama/clientui stuff in vpc
Don't include all this UI stuff
Always return true in RenderCoordination_EngineIsRenderingThisFrame to always render viewport when when not focused
Added text-align
Menu nav spacer
Layout uses Yoga
Merge branch 'master' of sbox
Cache text measurements
Rect.Contract had left/top swapped
Added align-content, align-self, align-items
Add compiled version of construct blockin with water
Fixed border radius order
Added Panel.DeleteChildren
Layout Test
Merge branch 'master' of sbox
SelectionIndex/SelectionSub
Inventory selection (with temporary hacks)
Merge branch 'master' of sbox
Update generated css files for console to fix resize indicators and responsiveness
Add test_water.vmap
Merge branch 'master' of sbox
Stripping some unneeded bot code
Making HasAmbientOcclusionProxies non const
Entity.FindByIndex
Fixed mousewheel being fucked
Added UserInput.SelectedEntity
Added Entity.IsValid() which also checks for null
Delete inventory contents when dying
HUD boilerplate
Delete in game ui after leaving game (this isn't proper but it works)
position: absolute - right and bottom
Panel Tick
Box shooter
Fixed shadow spread
Fix display: none behaviour
Cleanup debug shit
dm player: Add gun to inventory on spawn
border-left test to remind me to make this work