14,187 Commits over 1,583 Days - 0.37cph!
Hammer.Model now has descriptions for model/bodygroups
Delete Package.Query
Merge branch 'master' of sbox
DescriptionAttribute is auto applied to classes too
DescriptionAttribute is no longer inheritable
Added description to SetColor input in the AutoFGD
Check for DescriptionAttribute in classes for FGD autogen
Remove excessive whitespace in DescriptionAttribute's value
Attempt to reinitialize animgraph instance for managed CSceneAnimatableObject when model is hotloaded, fixes crash when hotloading citizen model
Fixed not being able to start a game that is installed locally
Add Texture.Invalid
Set background image to Texture.Invalid when "none"
Fill texture data
TextTransform should cascade
Materials.White becomes Texture.White
Support for box-shadow: none;
Merge branch 'master' of sbox
Far simpler approach to fetching and interfacing with particle system scene objects
Getting somewhere
Done properly and remove old attempt at wrapping IParticleCollection
Make SceneObject.All a read only list
Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld
Merge branch 'master' into particle-scene-obj
Merge branch 'master' into particle-scene-obj
Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
Fixed wrong order
Store SceneWorld in OnNativeInit
Merge pull request #19 from Facepunch/particle-scene-obj
Far simpler approach to fetching and interfacing with particle system…
Add OnBreak handler for all the other joints
Rubikon: Destroying a body with a joint will trigger an OnBreak for the joint
Add PhysicsJoint.OnBreak handler (only supported on springs until proven it works without issue)
Add Entity.RemoveAllDecals
Don't attempt to setup model again in skeleton instance activate if we already set the model previously, fixes a ghost scene object when setting proc model client side
Allow procedural models to be built without meshes (server may just want the collision)
Add ModelBuilder.AddBones
Support uint8 blend weights
Fix runtime mesh skinning
Vertex size mismatch with vertex layout ArgumentException includes the sizes
Forgot about this
Merge branch 'master' of sbox
Finalize modelbuilder properly
Add BlendIndices and BlendWeights vertex attribute type
Only delete children if they're client only
Destroy client side children on non client only entities
Revert "Hacky fix for Visual Studio not triggering recompile consistently"
This reverts commit 1ea321174b0384dbc0e39ae03b84809f4b986a9e.
Added AnimEntity.OnAnimEventGeneric (called as a result of AE_GENERIC_EVENT)
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Obsolete Hammer.RenderFields enableAlpha argument
Fixed BaseFileSystem adding renamed files twice to the changed list
Fixes unwanted temp files from VStudio being added to the changed file list
Hacky fix for Visual Studio not triggering recompile consistently
Update Sandbox.Engine.csproj
Fixed Layer error when panel width is 0
Special cache for textures loaded from web, so we don't keep downloading the same shit
Package Query API
Merge branch 'master' of sbox
Read only Entity.All (#20)
Oops, actually make it calculate the bounds
Added Hammer.Path
Merge branch 'master' of sbox
Mesh.CreateBuffers can optionally calculate bounds for you
Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32
Fixed NetworkEntityList changed callback being called every time even when it isn't dirty
Panel derives from PropertyClass
Fixed NRE in Property.SetValue
Merge branch 'master' of sbox
Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that
Add [Property] to some of the panel properties
Added LibraryMethodAttribute
Fix exception in Color.TryParse
Trace.Ignore can optionally ignore hierarchy or not
Remove borders from box panel drawing routine
ColorHsv Fixes
Add ColorHsv.WithHue etc
Property.SetValue tries to use implicit converter (although I don't think this does shit)
Add Panel.ScreenPositionToPanelPosition( pos ), Panel.ScreenPositionToPanelDelta( pos )
Data Binding use PropertyAttribute.SetValue
Merge branch 'master' of sbox
Fixed asserts with Path Tool's Rope particle effect
Makes node colors affect the rope
Added AnimEntity.UseAnimGraph/HasAnimGraph/Sequence getter
Fixed render entities breaking if you delete any render entity within a tick event callback
Add ModelEntity.EnableTraceAndQueries
Add PhysicsBody.RemoveContacts. Add PreAngularVelocity to CollisionEventData
FIxed Hammer crashing when Path Tool tries to place non existent entities
Added SetColor input to all modelentities
Fix transition stalling when changing style every frame
Add ColorHsv
Merge branch 'master' of sbox
Lets do this one right from the start