14,047 Commits over 1,583 Days - 0.37cph!
Fix mouse snapping back when in relative mode
Can opt out of drag scrolling with `Panel.CanDragScroll = false;`, enabled by default (sboxgame/issues/issues/3491)
`@readonly` and `@editable` asset browser filters (sboxgame/issues/issues/3205)
Basic parsing support for CSS `background` shorthand
Move position/length shorthand parsing into Parse.TryReadPositionAndSize (used for both mask & background shorthands)
UI: don't clamp UVs in shader when BgRepeat mode is Clamp, fixes angled gradients
Background angles conform to css spec - add offset to match +x as being 0 degrees instead of +y
Moved road sign decal to asset party
Add Auth token service
Test new api url
Move more assets to asset.party + remove old content
https://asset.party/facepunch/sboxassets
Fix Widget.GetChildren shitting the bed if more than 512 children
SceneModel.SetMaterialGroup -> SceneObject.SetMaterialGroup - dunno how I'd fucked this
ShaderGraph: Triplanar texture mapping nodes (#1198)
Added Texture Triplanar and Normal Map Triplanar nodes
ILHotload runs hotloaded event
Fix escape getting called twice
Add Game.Disconnect() - to leave the current game session and return to the game menu
Revert AttachSteamAuthTicket
Authorization option for WebSocket, remove SetRequestHeader (duplicate functionality)
Revert DisposeAsync, it actually isn't needed. Only dispatch Disconnect if we're connected. Add EnableCompression to set deflate options if their socket server supports.
Tweak stats flushing logic
Added BaseGameManager.OnEscapePressed()
Add Cloud.ParticleSystem, Cloud.SoundEvent, Cloud.Shader
Put developer preview in a few places so people don't think it's a finished game
Dump embedded wav phonemes to sound meta if we don't have a meta, meta takes priority over embedded
FPArms: include the hand_*_to_weapon_IKrule bones in the "X arm only" weightlists
foliage shader: transmissive features (transmissive in general seems fucked though, one for sam though)
If -project was already added but inactive, make it active
Stop opening cloud menu for -project launched games
ComputeShader use Material.FromShader, support using resource paths e.g new ComputeShader( "shaders/cs_compress.shader" );
Don't call Environment.Exit on ProcessExit, but make sure we still flush managed SentrySdk just before TerminateProcess
Setup model viseme data and phoneme mapping from model keyvalues
Drive faceposer with model viseme data while we have this tool
Update mouth state
Apply visemes to baseanimating with game weights
Flex overrides takes priority over game weights
Add phoneme mapping to model metadata so it doesn't have to be hardcoded in engine
Add hotload support for svgs
Restrict people doing dumb stuff like flushing the stats after ever increment
Increase time between stat refreshes
Add ComputeBuffer<T> class for creating, reading and writing GPU buffers for usage with ComputeShader
Structured buffers, byte address buffers and append structured buffers are all supported.
https://wiki.facepunch.com/sbox/Compute_Shaders
WebSocket implements IAsyncDisposable. When disposing websocket because of TaskSource cancellation, do so async and complete the WS close handshake if we can. If we receive a ConnectionClosedPrematurely message, only actually disconnect + dispose if the connection is no longer open. Call TaskSource.OnSessionEnded in GameMenuDll when resetting environment.
Can access friends list from IGameMenu (Game.Menu.Friends)
Make stats flush less spammy
Api for getting player stats
Clean up CLoopTypeClientServer::Update (I think this makes sense?)
Fix client tick input context not pushing
Clientside Anim Fix (#1188)
Register model meta as file dependency
Allow managed to add to modeldoc tools menu
Add viseme editor https://files.facepunch.com/layla/1b2511b1/sbox-dev_QrIn49oBOM.mp4
Compile viseme data into citizen model
Throw an exception when Package.Download gets cancelled, fixes #1184 and sboxgame/issues#3677
This UI shader tweak makes it so that full screen panels don't have a 1 pixel gap around the edges
Editor play controls
Fix stylesheet absolute paths not resolving on listen server
Add Service.Stats.FlushAsync - Send any pending stats to the backend and wait for ingestion
Can edit stylesheets when paused in listen server
Fix FlushAsync
Tentative fix for rich presence setting steam_player_group to invalid SteamIDs, grouping players incorrectly
Fix clothing container causing assert when calling SetBodyGroup on a entity with no model
FPArms: added new debug animations for twist constraints, moved debug anims into prefab
Rubikon: Sphere shape keeps a unscaled copy so rescale can never be incorrect, fixes sphere scale out of sync on client. Sphere and Capsule refresh debug shape on rescale.
Fixed game menu Input not working
Added ThreadSafe.CurrentThreadId (fixes sboxgame/issues/issues/3679)
Re-organise these UI files to be less confusing
Re-organise these UI files to be less confusing
Add Input.Context
Fix gamemenu losing mouse cursor
Merge fix
Moved more core assets to asset party
Update compiled shaders with AO changes
Attempt to treat mousewheel input more logically
Continue to update mouse position in relative mode even though it makes no sense