14,153 Commits over 1,583 Days - 0.37cph!
Set a neutral color for thumbnails for blending
Add Right click events
Add ListView<T>, hide DataList<T> - make shit easymode
ListView, can get selection list, right click context menus
Change Model GetOptimalViewInfo to use the render bounds instead of hull
Updated some model thumbs
Hammer: Change tile grid step height to 32 increments
Hammer: Add 32 and 64 to GetStringForCornerHeight to see if that fixes things
Hammer: Mark tile helpers dirty when editing properties
Add test property to enable dynamic ambient occlusion on dynamic objects, add check if view is rendering on main view
Remove silly assert on shapemanager
Add monitor view flag to SceneViewFlags_t
Fix assertion and rendering issues on tools with reflections
Accommodate FOV when calculating camera position / angles for model thumbnails (#147)
* Perfect fit for provided FOV
Thumbs with transparency, get rid of the grid
Only fully generate thumb on asset selection
Move tools base addon to addons/tools/
Fix tools paths
use full res reflection buffer & depth if rendering in sfm
Updated objects for blendable shader with SFM fixes
Squashed commit of what was on sdf-reflection-optimizations
Get new ShapeBuffer API on Compute Buffer again, simplify data structure
Clean up and simplify Shapebuffer struct, rename remainings of SdfShape to just Shape
Fix flickering with reflections, refactoring, cleanup, use PVS for Shapes again, use spheres for AABB check
Fix typo on blendable
Bkebdabke & high quality reflection shader objects, invert alpha channel, halve shape bounding sphere
Allow high quality reflections to be composed on subviews
Hammer: Fix crash when changing tile grid size without setting tile set
Hammer: Update grid nav cell size
Hammer: Save tile grid cell size
Added Asset.OpenInEditor()
Added AssetSystem.FindByPath( x )
valuechanged signal
Filter in icon picker
Different editors for map and gamemodes
Select last selected addon
Fixed base.fgd not being written, fixed Hammer inputs not having their descriptions in the fgd
Tag asset type images under tools
Fix small regression with InputBuilder Pressed/Released not working after calling Clear()
Remove VROverlay from update list if it's handle is 0, don't think the weakref was freeing fast enough
Map addon template
Stop menu sliding animating open
Add map addon as an option
Don't generate csproj for map addons
Update Steam file exclusion so some pngs from base addon end up in steam build - fixes missing ui / asset files
Don't add null RnMesh or RnHull to physics body desc
Extra asset import ignores
Fixed assets not available until restart when enabling addon
Update engine.fgd
security_light - lod0
Merge branch 'master' of sbox
Hammer: Allow changing of dota tile grid cell size instead of hardcoded 256
Add AnimEntity.SetAnimGraph to override animgraph
Fix SlotNext, SlotPrev buttons not working on controllers
Updated Sandbox-Engine-Test.sln to include newer projects
Fixed class name collisions causing an exception in EventSystem on hotload
Add mouse icons for Input.GetGlyph instead of text
https://files.facepunch.com/matt/1b1711b1/sbox_BvBA1fyVuJ.png
Fix glyphs for analog inputs not working
Regulate thumbnail cache location
Some nice editor attributes
Window dialog mode
Polish ComboBox when changing editable
Add LineEdit.AddOptionToFront, AddOptionToEnd
Add FolderProperty
Basic game addon creation
Add game.minimal template
Make [Net] only work on { get; set; } props and throw a nice error, people were constantly getting confused why their custom getters/setters weren't working.
Test projects now target net6.0 too
Fixes build error in Sandbox-Engine-Test.sln
Removed attempt to set private Host.IsClient in Sandbox.Test
Fixed SetTextDecoration test
Fixed default value handling in Sandbox.Hotload
MONO_CECIL wasn't defined in Hotload project after upgrade to net5.0 / net6.0, which is needed for finding new default values of fields.
Make [Net, Change] work with entities and remove obsolete [OnChangedCallback]
Addon selection in asset browser now saves/restores on addon change
Add Widget.AcceptDrops
Add widget drag/drop events
Add DragData.HasFileOrFolder, DragData.FileOrFolder
Allow dropping folder/.addon file onto addon manager to add
Switch to new addon when added
Add documentation to PostProcess
Simplify post processing uv calc
Start editor window disabled until loading has finished (fixes crash with launching tools too early)
Fallback to local addon if not found on backend
Fixed fgd's not writing to addons outside of /addons/
Return null if we use PostProcess.Get and we have no post processing effects
Introduce UseFalloff parameters to each post processing effect to enable and disable falloff
Disable adding proxy instance shape to sdf shape list until merge shape optimizations to master
Give base addons proper schemas so they don't get auto-upgraded and stomp SharedAssets.
Set SharedAssets to empty on base, citizen, rust addons - stops them being downloaded over multiplayer
Hack to resize glyphs from Steam if they're the wrong size until it's fixed on Steam, e.g PS glyphs are twice as big..
Add optional style parameter to Input.GetGlyph
There's 3 styles Knockout (default) buttons are on a knocked-out background. Light is black on a white background, Dark is white on a black background.
Modifiers WithNeutralColorABXY() will match the style color instead, WithSolidABXY() gives the buttons a solid fill.
Example usage: Input.GetGlyph( InputButton, style: GlyphStyle.Light.WithSolidABXY() );
https://files.facepunch.com/matt/1b1711b1/glyph_styles.png
Fix pixelate falloff for post processing
Assert client for creation of StandardPostProcess
Updated func_precipitation to allow TimeScale via input