14,105 Commits over 1,583 Days - 0.37cph!
Switch NativeRenderingWidget so you're less likely to be accidentally rendering the scene in Paint
Tweak codegen for sboxgame/issues/issues/2862
Fix documentation dll upload
Update ci to need upload_start to succeed
Add ContextTools to allow us to resolve our current context from engine
Add ResourceLibrary.Resolve() for engine
Test csproj name for suitability, revert to ident if it's fucked
Hide Sandbox.Internal.Tests.CmdTest & AssetList event handlers (again & properly))
Update citizen_sfm.vmdl_c
Citizen/animgraph: added second pose to RPG holdtype. Blending between pose 1 and pose 2 changes the distance of the left hand grip
Fix net write writing 0 for null entities, -1 is null, 0 is world entity
Particle networking writes entity directly, null entity should be networked properly now
Move particle creation and set particle control to managed global rpc
Particle destroy rpc
Implement rpc for every particle function
Remove particle protobufs
Remove prediction logs
Unit tests for project templates (#784)
* Fixes compile errors in our extension & tool templates
* Updates Sandbox.Test csproj to copy over templates and base code needed for compiling games
* Added unit tests that fail if game/tool/extension templates do not compile
Entity prefabs - orgs/sboxgame/discussions/2857
trolley
-revised 'canal' skin for trolley
-fixed missing skin on body and flap gib
Merge branch 'master' of sbox
Fix 4 layer blend causing crashes again
Citizen/animgraph: updated RPG standing aim matrix & various look chains
ModelDoc: Render break piece models to make it easier to offset them https://files.facepunch.com/layla/1b0211b1/sbox-dev_yJRscNkzfJ.mp4
Documentation pass
Hide a bunch of protected methods (event callbacks)
BindSystem.DoTick - BindSystem.Tick is public
AssetBrowser.OnAssetSystemChanges and OnAssetContextMenu
AssetList.Refresh, BuildAllIconsR, RecompileAllAssetsR, OnFbxFileAssetContext, OnAssetThumbChanged, OnAssetContextMenu_*, OnFolderContextMenu_*, OpenFolderContextMenu
Support for SceneCamera.Ortho
Set "lobby" presence so we don't unnecessarily check all lobby members, use FriendPopup for PartyDeck members
Add FriendPopup to friends list, fixed up some nuances with deciding when we can kick people, better checks for if we're in the same lobby https://files.facepunch.com/devultj/1b0211b1/sbox_jtzI4CwJMQ.png
FriendPopup: Added ability to kick from party / game lobby
Add Send Friend Request option to FriendPopup using OpenUserOverlay
https://files.facepunch.com/devultj/1b0211b1/sbox_Z86mlIhxIK.png
Added FriendPopup component for interacting with users in menu, supports viewing profiles, invites/joins https://files.facepunch.com/devultj/1b0211b1/sbox_x5OUOTrHT7.png
ModelDoc: Add custom map option to lighting mode
Grab server owner from client list, display their name instead
Disable current game title textentry if we're not the server owner
updated textures/materials
Merge branch 'master' of sbox
Citizen: fixed CrouchWalkLow_* animations' processing prefab contents being unintentionally disabled
Merge branch 'master' of sbox
Citizen/animgraph: added standing aim matrix to RPG holdtype
Citizen/animgraph: added RPG holdtype + renamed "*_moving_* animations to "*_standing_moving_*" where appropriate
Added RPG to CitizenAnimationHelper.cs
Citizen: added set of RPG poses & attack animations
(Animgraph implementation commit pending.)
Don't create two layers of labels with `<label>my label</label>`, use SetContent when the parent is already a Label
https://files.facepunch.com/devultj/1b0111b1/NVIDIA_Share_D56rKvVnw8.png to https://files.facepunch.com/devultj/1b0111b1/NVIDIA_Share_7vvAVe4OwM.png
Allow manually networking structs via INetworkSerializer
This is useful for structs that cannot be automatically networked due to nullable types.
Make EntityTarget struct networkable
Switch ParticleSystemEntity to create effects clientside
Fixes issues for players joining a server after particles are toggled on or off and not seeing them
Handle potential NRE in BasePathNodeEntity
Fix ButtonGroup deleting its buttons + potential NRE
Added developer settings category
New Clothing Piece! - Loose Jeans
https://files.facepunch.com/daniel/1b0111b1/loose_jeans_textures.png
LODs and skinning adjustments coming ASAP.
Skip input data if we encounter a component that no longer exists (should fix issues where client sends input for a component that the server has since deleted)
Fix LobbyAd NRE - add fallback to inform users that a lobby no longer exists
Fix remainder of debug vis on Material API shaders
Recompile blendable with debug vis support
https://i.imgur.com/KcF0ZV0.png
Revert 1D blend changes - it's fucked
Settings menu improvements (#770)
* ButtonGroup can hold a value and treated as a form option
* Switch Video Mode, VSync, Anti-Aliasing, Texture Filtering, and Game Language from DropDown to ButtonGroup
* Each settings page has its own Restore Default/Cancel/Save Changes button
* Fixed Save Changes button not highlighting when things are changed
* Implement Restore Default action for all settings
* Added .is-label to Glass styles, used it for settings labels
* Stage keybind changes and only applied after pressing Save Changes
Added way to ignore assemblies by name in hotloads
Ignore Sandbox.Tools during client / server / menu hotloads
Fixes #765
Documentation pass
Internalize some methods
EntityComponent.ResetComponentId
ScreenEffects.VignetteSettings.Apply
Remove pointless IEntity overrides in Entity
So that Entity can get IEntity's docs without extra work
Attempt to fix 1D blendspace not syncing properly when children aren't looping and have different playback speeds https://files.facepunch.com/layla/1b3111b1/sbox-dev_rq4MMzHzRQ.mp4
ModelDoc: Copy bone merged flexes from parent
Can pick through most recent blogs https://files.facepunch.com/devultj/1b3111b1/sbox_98oV9HjC2J.mp4
Added failing test for hotloading constructed generic MethodInfos
Fixed hotloading generic MethodInfos
Added extra test for MethodInfos with generic declaring types
Added more delegate hotloading tests, one failing
Fixed hotload case with lambdas in generic declaring type
Fixes #759