14,046 Commits over 1,583 Days - 0.37cph!
Ignore unittest folder when publishing
Lets not have a games folder in the sln anymore
Lets put the sln in the active game folder
TypeLibrary ignores Delegate types
Editor: Add "keybind" editor widget, instead of manually finding inputs, just press the button you want to use - would be good to have proper trapping in tools soon (?)
New Outfit Piece - Chef's Hat
https://files.facepunch.com/daniel/1b0411b1/chef.png
Lods and skinning adjustments coming ASAP
Latest tier0 basetypes
Split everything out of basetypes.h into new or existing includes, remove very old code, typesafe numerics, bring engine up to date with these changes
Add rotational vector getters to Transform
Add additional aspect ratios
TreeView/TreeNode speedup
Don't render NativeRenderingWidget if it's not visible
Give nice warning when calling AssetSystem.CreateResource with invalid extension
Allow overriding some of the SceneMapLoader functions
Remove unused pvs stuff
Don't delete the whole physics and sceneworld when removing a SceneMap
Remove .vmap extension when trying to load a map
Expose Map.PhysicsGroup, Map.SceneMap
Only do this if we have a shadow controller
Add PhysicsBody.Move - which complies with the ShadowController
New Outfit Piece - Boxing Shoes
vsopen won't open a file unless a file line is specified
Add BaseItemWidget.ItemClicked
Added EditorUtility.Projects.WaitForCompiles()
Fix a bunch of potential issues when deleting a listview during selection callback
Fix TypeDescription.SourceFile + SourceLine sometimes coming from a base class
CodeEditor.OpenFile will look through all the local project's code paths if relative path
Gizmo camera settings, camera smoothing
Allow setting max distance for Model hitbox
Add TreeNode.OnActivated
Add copy/paste/clear to ResourceControlWidget
Gizmo.Instance.FirstPersonCamera returns true if user input
Validity checks when deleting physics shape from a body
Add Gizmo.Hitbox.Model
Protocol::Network++ Complaints of CEnvCubemap invalid class index
C# prop_static, this isn't a game spawnable entity, just a way to get prop_static out of fgd
Oog cubemap fog (#1288)
Cubemap fog properties on camera, C# env_cubemap_fog
Clean up groups.vgc, sbox_game.sln can be everything -thirdpartylibs
texturedictionary to materialsystem2
Fix BBox not serializing to json right
Ensure Account.Memberships is not null, cleans up having to validate it everywhere
Groundwork for starting the game without connection to steam servers / our API
AssetBrowser: Only show cloud tab if we're connected
Add a hint to editor window title to dictate if we're in offline mode
UI: Replace content on Home/GameList with a hint if we're not connected to the Api
Remove recreated entities from mapclass.native to keep track
Remove the whole toolobject system (finally)
Remove renderpipelinehelper
Remove toolscene_toolobject, this was only used when defining lighting rigs with toolobjects, we don't do this anymore
Manually create "toolobjects" in bake resource helper
FPArms: more shared stuff
Merge branch 'master' of sbox
Runtime BuildCubemaps (#1281)
Cubemaps are built on map load, outside of game code
FPArms: jump/airborne/land use shared zero reference point, added shared fire anims
Mark a bunch of stuff as only accessible from the main thread
FPArms: shared idlelayer uses shared zero reference point instead of other pose
Merge branch 'master' of sbox
Add BBoxControlWidget
Expose a few things in SceneCubemap
AssetBrowser: Handle case where we don't get any account memberships (offline mode prep)
Add Application.UnscaledCursorPosition
Application.CursorPosition is unrounded, Add Application.DpiScale
First person gizmo view look is smooth on high dpi monitors
Fix yucky nodegraph cursor hacks
FPArms: added run/sprint & local zero reference to the shared anim prefab
Small JumpList refactor, update JumpList when activating game project
- Removed JumpListManager
- Moved all JumpList stuff into Sandbox.Engine
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FPArms: many changes involving moving stuff into the first person arms VMDL for easier sharing & genericization (see commit comment)
• removed hold_* bones
• added weapon_root, weapon_root_children, weapon_IK_hand_*, and hand_*_to_weapon_ikrule, following the same hierarchy as existing weapons (weapon_root is a separate root bone)
• weapon_root_children is a new bone between weapon_root and the children ("trigger", "magazine", etc. and the IK bones); this is so that weightlists can be moved into the arms VMDL instead of having to be explicitly defined in each weapon. Only part-specific weightlists (e.g. "mode_selector" for the MP5 knob) need to exist as part of weapon VMDLs now.
• transferred common weightlists involving weapon_root
• debug gizmo meshes (reminder: they're in a bodygroup) now show the weapon IK targets & the weapon_root bone
• added "shared" animationlist prefab which holds generic template anims that weapons can reuse; the goal is to make these as independent from each other as possible (no interlocking references), more to come soon
NetworkTable: build variables in deterministic order
See sboxgame/issues#4066, tbh I don't know why they get reordered
Call Enroller.Dispose() in ServerDll.OnShutdown()
Fixes sboxgame/issues#4067
Delete all these random devtool scripts, we're not using any of it, delete some other random unused stuff
One .gitignore, .gitattributes clean up obsolete stuff
Use .git-blame-ignore-revs so we can ignore formatting commits
EditorCookie seems to be null here making CI tests hang, but I don't know why it'd be null @devultj ?
Test game/server should timeout
Move OpenBelowCursor to PopupWidget
Fix NRE (even though it's handled)
Build the toolbar
Fix TreeView not resolving objects for keyboard movement, open state
Tweak BaseItemWidget drop callbacks so we can handle dropping on edges differently
Fix unit test not initializing Global.Assembly
tier0 math include shuffling
Add missing <memory> include