21,403 Commits over 1,552 Days - 0.57cph!
Rotate grabbed physgun object with owner yaw
TraceResult returns physics body and shape hit
Add implicit casts from joint types to physics joint handle
Split physics related enums into their own files
Tweaking cssbox so it doesn't have big borders when there's no border 🤦♂️
Render background if it has a border, even if it has no background color
Fixed colour equality shit
border: 0 should set the border sizes to 0, not null
Color Parser test
Fixed Border size tests to reflect new behaviour
Styles
Merge branch 'master' of sbox
Move target distance with mouse wheel
Mouse wheel part of UserCmd/Input
Merge branch 'master' of sbox
Added KeyModifiers
Text selection
Added Panel.MousePos
Added Label.GetLetterAt( pos )
Send an onmousemove to active element
Added Label.ShouldDrawSelection
Added TextEntry mouse drag selection
Lable: don't be 0,0 if string is empty, be the normal line height
Only count as a double click if the cursor didn't move significantly
Added Panel.OnDoubleClick
Select word if double click
Merge branch 'master' of sbox
Physics joints and bodies can remove themselves by going through the physics world
Expose some parts of physics world
Add WithBasis helper to joint builders. Add Rotation.Conjugate
Add WithPivot helper to joint builders
Set :focus selector on focused element
Added OnKeyTyped
Focus element on click
TextBlock.GetCaretPos
Rect.ToString
Panel.HasFocus, HasActive, HasHovered
Focus on mouse down instead of click
On KeyCodeTyped convert to buttoncode before passing it to managed
Added Panel.OnButtonTyped( buttonname )
Fixed NRE in Panel.Switch
Added UI.Renderer generic DrawRect for caret rendering
TextEntry boilerplate
Merge branch 'master' of sbox
increase aoproxy size for boxes a little bit
Add CompileShaders and AllowDynamicShaderCompile to MaterialSystem2 interfaces, add method to compile single shader
Add EShaderState
Implement EShaderState rather than just bValid and show uncompiled shaders on shader list, compile them when selected
Run ShaderCompile_CompileShaders method rather than the mat_compileshaders concommand
Fix bug where met would think dynamic shader compiler would be enabled by simply VfxDll being loaded
Implement ShaderCompile_CompileShaders() for a single string
Merge branch 'master' of sbox
Suppor border: none
If a length doesn't have px or %, assume px
Added style.BorderWidth, style.BorderColor
Add UI scaling
Merge branch 'master' of sbox
Update Microsoft.NET.Test.Sdk
Don't scale ui by default because it breaks all the tests 🤦🏻♂️
nuget updates
Merge branch 'master' of sbox
Solid weld proof of concept testing code
Add AO proxies to a bunch of Citizen props
Double the length of aoproxy distance calculation
Bind physics shape and shape cloning (collision merging)
Border radius, shadow shit
BorderRadius from styles
Don't commit these
Add vfxc and met to sbox_game group
Fix typo on msdfgen vpc
Bit of a hack around the Vector2 issue
RenderContext.SetVector2, SetVector3, SetVector4
Move cssbox shader into sbox.base
Merge branch 'master' of sbox
Don't render entity AO proxies if entity is invisible or is view controller
Add AO proxy to citizen and rust pistol
Merge branch 'master' of sbox
Added Texture.Load
Fuck these asserts
Bind Vector4D
Added RenderContext.BindMaterial
Merge branch 'master' of sbox
Allow all the other joints to be created
Fix MaterialSystem,2.CreateRawMaterial
Merge branch 'master' of sbox
Rename joint config to joint builder to stay consistent
Bind all functions for every joint so it's out of the way and never has to be done again
Ipsum tests
Texture file cleanup
Texture uses ResourceHandle shit
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)
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
Iterate on postprocessing manager
Add mdsfgen
Remove duplicated freetype and skia from msdfgen
Clean up more stuff from mdsfgen
Add VPC and more cleanup
Ignore some warnings
Add mdsfgen to groups
Add dragbars to console
Better align dragbars
Make console responsive
Merge branch 'master' of sbox
Rename all texture config types Create to Finish
Add stubs for the rest of the joints (conical, generic, prismatic, spherical, spring)
Bind everything that can be get/set on a revolute joint after it's created via a joint context
Use vertex and index buffers directly for UI render to cut out a lot of bullshit and so they're easier to bind