14,046 Commits over 1,583 Days - 0.37cph!
Editor: Cleanup logic for opening last loaded project - remove unused code, and lastprojectopened cookie
Strip gcsdk
Delete toolstyleeditor
Delete streamingbootstrap
Delete nvtristriplib
Delete vdata_editor
Delete diffmemstats
Delete obj_tool
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Delete motionmapper
Delete mapsorter
Delete massmapbuild
Delete genesearch (?)
Delete standalone_d3d11_benchmark
Delete propertyeditor_example
Delete depcheck
Delete hammer_run_map_launcher
Remove apkgameassetzipper
Remove vconsole and everything that goes along with it
Delete dmxfind
Delete mapbuilder
Delete phogen
Delete resourcecopy
Delete sceneimagebuilder
Delete vcdgen
Delete particle_import
Delete modeldoc_import
Delete modeldoc_tweak
Delete assetrename
New tier0 platform compile base
OVERRIDE -> override
Remove ALIGN_POSTs
annotations
clean up some unused
Fix physicsbody UAF in Trace
I think this completely fixes the event system duplicates
Remove audioprocess and audio2haptic
Remove psf_to_vsnap and pcf_to_source2lib
Remove pixman
Move over cloth chain editor from qphysicscontrols to modeldoc_editor
Remove qphysicscontrols
Fixed project settings layout being fucked
Don't change window background color when unfocused
Header bar
Attempt to fix duplicate events in editor (still happening though)
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`mask-repeat`: `no-repeat` uses border sampler, `round` acts like `clamp`
sboxgame/issues/issues/4061
Add Toolbar.Title, .Movable, .Floatable
Should fix exception when opening assets
Whoops, revert Log.Info back to Log.Trace here
Always call HotloadManager.Replace in PackageLoader.AddAssembly
Updated docs to explain why
Whitelist specific attributes in System.ComponentModel.DataAnnotations, avoiding CompareAttribute
C++20 Support
* Using /permissive and /Wv:18 to start
* Lots of odd fixes everywhere still coming from c++11
* Update protobuf to 24.3 and remove even older unused versions
Don't enable D_WORLDPANEL combo inside panel layers, avoids multiple uses of worldpanel matrix when a filter is active
sboxgame/issues/issues/4056
TypeLibrary uses dynamicAssembly to determine if dynamic, instead of checking for "package.*"
Add Sandbox.Utility.Parallel
Add Paint.LoadImage
Can put [EditorForAssetType] on a static method
Asset list cleanup
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Angles, Rotation, Vector2, Vector3, Vector4 all implement IParsable, have both TryParse and Parse + tests
sboxgame/issues/issues/4051
Set up TypeLibrary when initializing unit tests
Angles/Vector3 Json handle null
Add an env var for the engine path
Add Application static global class
Add support for game code to have unit tests
Gizmo Draw Sprite alternative
Gizmo object scope
Gizmo object selection
Add SelectionSystem
BaseItemWidget has a SelectionSystem, which can be set (allowing selection sync)
Expose ClearFlags
Don't update PanelList if not visible
Throw warning if enum property can't be shown for some reason
Add SourceFile, SourceLine to SerializedProperty
PackageLoader rewrite
* GameMenu games can have a Main method instead of a menu
* Decoupled TypeLibrary and assembly loading
* PackageLoader is responsible for loading packages into a LoadContext
* PackageLoader.Enroller is responsible for enrolling loaded assemblies into TypeLibrary etc
* A PackageLoader can have multiple Enrollers (needed for Editor)
* Round the chunks in Graphics.Draw so when drawing Triangles they don't end up hanging over the chunk boundary
* Add Draw.SolidTriangle
Check to see if an asset gets deleted from explorer - and mark it as deleted in the asset system
Update asset browser list on content.changed
Fix tooltips not being visible in the main menu, removed unused main menu style
ui_cssbox uses custom samplers for border image
sboxgame/issues/issues/4054
New Outfit Piece - Chef Shirt
Build client to staging branch
Build server to staging branch
Make StartScreen inside EditorMainWindow, instead of going through an event
Fix text gradients 🤦♂️
Dunno how this got corrupted
Latest master compiled DXC now that bugs are fixed
Minor HLSL2021 fix catching bad for loop scope
Unload vfx dll at very end of vfxcompile
Use -fvk-invert-y on geometry shaders too, works as expected on core shaders so "fix" it in objecthighlight shader
Don't do these Pix events under Vulkan, incomprehensible
Fix keyword-based transform origin values
Don't hide EditorMainWindow on startup if there isn't a StartScreen
e.g. if tools fail to compile
Lettters -> letters (sboxgame/issues/issues/4030)
Fix for transform-origin values not correctly being applied
Stop trying to destroy aoproxy manually, it's a child now so it'll happen automatically and not risk double delete