14,066 Commits over 1,583 Days - 0.37cph!
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
First person: changed bindPose to have its height zeroed out (such that camera height = 0), like in the punching animation set
Move PanelEvents to their own files
MathX.Remap clamps by default, added unclamped version
Add Panel drag events, can scroll panels by mouse dragging
Let transmissive mask use tint color in complex shader
https://i.imgur.com/5lkQh7M.png
Allow scaling roughness on legacy shaders
Fix sequential fog transforms being fucked, fix fog contribution always being at minimum of 0.001, cleanup
New Outfit Piece - Labcoat
https://files.facepunch.com/daniel/1b1611b1/sbox-dev_FBRXux9sHV.jpg
LODs and skinning adjustments coming ASAP.
Add Widget.SizeHint virtual function
Paint.MeasureText, Paint.SetFont works outside of paint
Move BaseStyles to Engine.dll so it can be accessed by tools
Throw an exception if trying to send network messages in another thread
Fix WebSurface.Url not working (sorry!)
Failing test for #1007
Fixed stack overflow when searching for methods with certain parameter types
Fixes #1007
Fixed another InputActions NRE
Fix Gizmo.Draw.SolidCircle transforms
Fix InputActions NRE if ServerConfig hasn't loaded by the time ServerInformation is recv'd
Remove unused InfoPanel string table
Hide autocomplete on escape
Clean up autocomplete internals
Hammer: display download progress of cloud assets using gizmos
Can publish shaders & shader graphs
Consolidate convar bindings/remove unsued
Clean up console binds
Remove support ConCmd overloads
Don't allow managed convars to stomp native, or menu convars. Warn and ignore if creating convars with the same name.
Merge branch 'master' of sbox
Update ProjectConfig.Ident MaxLength (16 -> 32)
Hammer undos for sndscape and sound drops
Hammer: cloud materials don't stick to everything they've hovered, and can be undone now
Migrate usp over to sbox-assets to upload to asset party
History API for Hammer
Hammer: add undos for asset.party models & dragged entities
Restrict WebSurface to non-local http + https requests
Generate triangle lists for all lods
Revert to uncompressed vertices because it totally broke map compiling
Remove On Escape Button spam
Fix map build dialog hanging with too many asserts
Add BBox Rotate and Transform because I'm always needing it
Create trace data for procedural meshes
Fix back of stairs primitive builder
Add more stuff to MeshTrace.Result https://files.facepunch.com/garry/5598a5d8-0988-4770-abb9-f03b747ba722.png
Remove "RayTracingEnvironment has leaked" stuff
Don't set the model's trace object structure up on creation, set it up when it's going to be used
Enable mesh tracing in game
Merge vertices in PolygonMesh
adjusted oil_drum_explosive albedo
SceneSunLight transform sets the correct direction now
Change string contains to string equals when searching for dependencies (fixes cyclic dependencies detection false positive)
Make volumetric fog perfomance much better with area lights
Add support for data URI (inline) images
Add cloud path to CONTENT search path, fixes hotspot rects not working but probably loads of other weird stuff too
Gizmo.Model shouldn't cast shadows
Make sure we have a Filesystem.Content early even though LocalProjects aren't added yet, fixes asset type icons not registering
Dynamically created physics bodies set their game scene node handle to zero so tracing against them should return world as the entity
Add internal function to scene object to add tracing from vertex data, internal because it's only needed for tools currently
Citizen/animgraph: fixed "none" idle poses not updating until a reset signal is forwarded by switching holdtype and back again
Rebuild content path and open editor window on PostBootstrap since LocalProject are added in Bootstrap now, otherwise Qt doesn't know where any files are
tools_sprite shader: can use in standard mode
fix lighthelper treating unrelated entities as lights, fixes slowdown on compile
LOD setup for simpledress_black and _blue
Gizmo.Draw.Sprite correct transform
Gizmo sprites draw the right texture although this generic shader is shit
Fix Gizmo.Text getting culled way too early
Add GameTask.WaitAny, WaitAll
Fix hotload EndNoGCRegion error when using a lot of memory
Whitelist Task.Status
Use previous logic for the recording texture but keep the rect crop