14,133 Commits over 1,583 Days - 0.37cph!
Add EndGameAsync and improve some documentation
Add GameServices.UpdateLeaderboard (replaces SubmitScore)
Fix shader features not parsing properly if added right after an include
Citizen: new skinning pass (torso, pelvis, kneecaps, elbows)
Improvements around the pelvis-to-legs, pelvis-to-spine, and spine-to-neck areas. General softening of the torso. Slight topology changes around the kneecap and elbow helpers to improve volume retention further. (LOD0 only for now.)
Don't predict sound event guid when starting sounds, on the client guid is always zero so this can't be predicted.
Add summary to PhysicsBody.BodyType explaining that a body that is networked and dynamic will be keyframed on the client
Add back Sound.FromScreen
Create a networked managed wrapper around g_pSoundOpSystem instead of using g_pSoundOpGameSystem
Some null checking in inline binds
Localization Basics (https://wiki.facepunch.com/sbox/localization)
Add global:: to EnsureSufficientExecutionStack statement
Fix Client.FetchGameRankAsync by passing an int into TaskSource, it seems like this int is never used although it may have once been, re-evaluate that later
Merge branch 'master' of github.com:Facepunch/sbox
Add world mapping as default to shader api
Add toolvis modes to shader api so it's actually visible in hammer
Fix toon shader not compiling & recompile
Recompile base shader so tool vis modes work on it
Ensure that the max players slider in the lobby settings is correctly positioned when initialized
Defer setting values for replicated ConVars received from server info (#464)
* Defer setting values for replicated ConVars received from server info until the ConVars are added from the game client-side. This fixes connecting clients not having replicated ConVar values set correctly (because the ConVar doesn't exist at the time they receive them.)
* Set replicated ConVar values after AddConVar to avoid parent/child ConVar default value mis-match and ensure value is set client-side
* Simplify by just sending the initial replicated ConVar values message after the game assembly will have been loaded
* Fix case where value would be overriden by an old one
Validate valid game setting before loading from cookie
Delete dota healthbar SFM code that plagued the IToolService and ISource2Engine
Dock Error List in default layout
Fix soundscapes still playing when they shouldn't
Game Settings now support choices with a Value and a Name so that the actual ConVar value can be separated from how it is displayed in the dropdown box
Merge branch 'master' of github.com:Facepunch/sbox
Fix list add button sometimes missing
Fix PropertySheet warnings
Hide the entire map field in the lobby settings when Map Select mode is set to Hidden for a game. This fixes it just showing "Map" with nothing underneath in this mode.
Remove HasActive guard for value property on Slider as it prevents value change events when dragging the slider
Fixed list rebuild taking ages
Fixed propertysheet bouncing about on change
Unfuck model compiling - oops sorry
Binding system supports deep properties
Fix Binding system bouncing when types differ
Sandbox.UI uses Sandbox.Bind, obsolete old bind system (mostly)
Delete in game ListInspector
Replace Panel.BindClass with Bind system
Add layout.Enabled
Simplify public bind api for this first run
Remove unused junk
StackOverflow catching (codegen)
Delete p4_quiet_edit.exe
Remove unused code
Delete audioparams_t
Remove unused m_fog
Remove a bunch of vtex_c files from citizen that don't have .generated on them
Modeldoc: Allow bones to be compiled even when there's no skinning data
SetLinearVelocity and SetAngularVelocity ignore unreasonable values, also warn the user about it - this was breaking the physics simulation
Animgraph: Set new parameter defaults for networked and predicted based on network settings. ServerAuthoritative: networked, not predicted. ClientPredicted: networked, predicted
Get rid of EFL_HAS_DYNAMIC_PHYSICS, add a network bool instead
Fix PointerEvents confusion (fixes sbox-issues/issues/2015)
Removed unused dev vmaps
Removed broken keyvalues from env and lighting vmaps
Disable embree testing, looks stable now
Use PhysicsHullFile for trashcan now we know tunneling issues were caused by suboptimal hull from PhysicsHullFromRender
Modeldoc: Change PhysicsHullFromRender default simplification algo to IFR instead of IVR, meant to give better results
Add Vector3.SmoothDamp
Add Rotation.SmoothDamp
Delete junk vtex_c files in industrial_strip_light and do a recompile of the materials
SetupPhysicsFromOBB computes orthographic areas and calculates mass, fixes some large custom models from destroying the physics engine
Don't copy transform animation data if we don't have any
Workaround for boneflag crash until we find the root
Don't call OnNewModel for prop if we failed to load a model
Possible fix to crashing
Add documentation to DebugOverlay
Move NodeEditor to Tools.NodeEditor
Move Sandbox.InternalTests to Sandbox.Internal.Tests
Move everything in the tools addon under the tools namespace
Get rid of Tools.ApplicationTimingsWidget namespace
Undone the `Sandbox.Internal.Documentation` stuff - this wasn't the best way
Null ErrorList singleton on destroy
Fix for sbox-issues/issues/2175
Set game settings to their default if no override found (for dedicated servers, launcher) in the future we can make it so you can specify game setting values in launcher configs
Cleanup Vector2
Rearranged stuff
Obsolete GetDot, GetDistance, GetDistanceSquared - Use Dot, DistanceBetween, DistanceBetweenSquared which is consistent with Vector3
Vector2 docs
adjust vec3 docs
Hide operators in a region for Vector2/3/4 and Angles
There's too many of em
Minor reorganizing for Matrix, Rect, Rotation
Fix obsolete warning