14,063 Commits over 1,583 Days - 0.37cph!
Fixed wrong workers count in package.download stat
File download progress is more reliable
SVG support in ui (#1030)
* Adds basic support for drawing pixel perfect SVG 1.2 images in UI
* Sample usage: <svg src="path/to/file.svg" /> (also see SvgTests.razor)
Lets try mirroring here instead of copying, seems more like what we want
Cleaner game menu system
* When reporting a panel event error give its name
* When setting up a panel bind - try to set its value immediately
* Assert Panel.StateHasChanged is called in the main thread
* Don't touch drag if MouseDown stopped propogation
* Remove TextPanel/InternalLabel - move it all to Label
* If we're a label then razor should add child content to us, not a new label
* <i> is an IconPanel
* Optimize PackageCard panel count
* Defer adding child panels until the start of the parent's tick - fixes problems with :intro not playing, incorrect styles
* Fix styles not always updating when editing stylesheet
* Delete template unit tests
* Don't autogen line numbers in .razor generated source
* Generate razor source in parallel
* Map razor files to relative paths for compilergen
* Add a [ClassFileLocation] attribute to every class with its relative path location
* [StyleSheet] attribute needs no args, relative paths will be relative to the class file
* Stylesheet with no argument looks for <filename>.scss
* Add TypeLibrary variants with bool inherited option
* Generated csproj files fold in .razor.cs and razor.scss files properly
Delete native saverestore systems
Saved myself a 5 minute change by spending hours deleting code, and I
don't think I even got it all
remove some unused convars cl_team, cl_class, (versus_)stats_highlight_interval, mapcyclefile and some debug concmds
Support for ConCmd ParamArray arguments
Fix compile time bomb when checking big methods for fast hotload support
Add Panel.GetTransformPosition( Vector2 )
Range check Model.GetMaterials, Add Model.Materials to iterate through all mesh materials
Add Model.GetMaterialGroupIndex and Model.GetMaterials (from group index or name)
Add Asset.DumpThumbnail, as well as Dump Thumbnail(s) in asset list context menu
Zombie Skin
https://files.facepunch.com/daniel/1b2411b1/Photoshop_vHPzKGrn7t.jpg
https://files.facepunch.com/daniel/1b2411b1/sbox-dev_t1fIW0ov3x.jpg
Zombie Skin //
Work in progress on the zombie skin, early days on the integration, making sure things function with the clothing. Many new adjustments to come to this skin.
Merge branch 'master' of sbox
Use clamp for texture filtering instead of border inside UI filters, makes blur filter look nicer
https://files.facepunch.com/alexguthrie/1b2411b1/filter.png
ShaderGraph: Fix formatting on generated code
Handle deleting panel during children tick a bit more gracefully
Add interopsystem.status, interopsystem.dump debug commands
Package download diagnostics
Added stylesheet selector broadphase
Don't touch drag if MouseDown stopped propogation
ui: onmousedown triggers from middle mouse too, seems accidental that it wasn't
Fix mask image test layout
Hide "open menu screen" editor buttons if project isn't active
Don't know if this is permanent. Related to sboxgame/issues/3318
Custom mask-scope property: default for normal masks, filter to apply to any filters
Useful for applying blurs etc. in select areas
https://files.facepunch.com/alexguthrie/1b2311b1/sbox_69UkTGRaTg.mp4
Add MathX.SmoothDamp( float
Make BaseScrollWidget smooth scrolling use smoothdamp
Add mask to package screenshots modal
Remove SetMaskAngle debug log
Improved Clothing Icons
Added IsHDR to ColorProperty -Alex
Improved Asset thumbnail lighting + added cubemap
Improvements to asset inspector
https://files.facepunch.com/louie/1b2311b1/sbox_OULTXaz5Pm.png
CSS Masks (#1040)
https://files.facepunch.com/alexguthrie/1b2211b1/sbox_fQKTQ4VNsj.mp4
ShaderGraph: Move graph serialization to it's own file
ShaderGraph: Refactor codegen to keep it self contained in the compiler
Adjustments to tactical vest
Plus small adjustments to the monobrow grey cap texture + a grey colour version of the slicked back hair
ShaderGraph: Give pastes an ident so people know what it is
ShaderGraph: Copy pastes now use a gzip with base64 to make them easier to paste to people
New Hair - Slicked Back Hair
Slicked Back Hair, plus brown and black versions. All colour variations coming ASAP.
https://files.facepunch.com/daniel/1b1911b1/slack_iSpCeKUd2p.jpg
New Hair - Old Curly Hair
Both full black and grey sides with black top hair colours available.
https://files.facepunch.com/daniel/1b1811b1/sbox-dev_xspEkBEWXO.jpg
https://files.facepunch.com/daniel/1b1811b1/sbox-dev_GRStyZnSg2.jpg
Adjustments to the fluff on the hair to come soon.
Add Asset.GetUnrecognizedReferencePaths() - returns a list of paths this asset references that can not be resolved (missing from disk)
Missing asset resolver when loading Hammer maps
If your map contains missing assets when you load your map
(after EditorReferences have been resolved), we will check if there are
matching assets on asset.party and prompt the user to install them.
We don't have to worry about updating EditorReferences here either,
as this is automatically done on save if any asset refs have a linked
package.
After the assets are installed the user will be prompted to reload the
map - this is needed to reload the missing assets.
https://files.facepunch.com/matt/1b1811b1/image%20%281%29.png
Fix error reporting not always sorting menu/tools errors properly
Add a group for hotload errors to make them discoverable
Add an exception scope for ilhotload exceptions to make them findable
Add "open menu screen" option for game projects
First person: deleted unused sequences
ShaderGraph: Refactor NodeResult
Allow underscores in parameter names
Refactor writing parameter options
Add bool IsAttribute to Parameter and Texture nodes
If true, `Attribute( "name" )` option will be added
Don't include UI options in generated code when using attributes (attributes don't show in the UI anyway)
Always allow mouse-related actions to "release" when UI pops up, but don't allow new presses. Matches keyboard behavior more closely. #1004
Modal popup cleanup
Start cleaning package information popup
Fix grab dragging not working unless the style was defined inline !
Package information popup cleanup
Fixed hair_longbrown_covered_test being able to be worn with other hair/hats
ShaderGraph: Fix vec2, vec3 and Color components compiling as constants
Simplify cubemap priority calculation
Leave lobby by pressing cross in navbar
Packagecard primary clicker is just the image
Leave game button
Package card pointer
ShaderGraph: Add object space position node (i.vPositionOs from vertex input)
Asset list: show padlock on local assets without source content (issues/2364)
Show time played on package tiles
Fix last update time not being timezone aware
Fix texture loading errors
Multiple asset browsers (#994)
Don't mouse wheel scroll if overflow-y not set to scroll
Add Box.Padding, Box.Border, Box.Margin
Include padding in panel's scroll size
Show more games in discovery
Constrain drag velocity to only scrollable axis
Only drag game tiles if clicked a game tile
Add RealTime.SmoothDelta
Make scrolling less jittery
Don't update hover state when dragging
Fix drag threshold not working
navbar cleanup
Assume an UAV texture written to lightcookie atlas should always be updated as well
Add overflow-x, overflow-y
Fix editing styles in editor not doing anything
Store textures pointers differently to avoid array out of bounds errors
Add Int/Long.KiloFormat()
Clean up Package.List so it doesn't return #local packages
Remove Menu.RenderOverlay
Use package list for front page instead of that fucking mess I made 6 months ago