13,872 Commits over 1,552 Days - 0.37cph!
Fixed friend list rich state not changing
Close the game screen when joining a game
Add Join button on joinable friends games
Fix some annoying shit
Getting rid of SoundEnt stuff that we're not gonna use
Fix server not reinitializing PlayerScore on level change
Menu Context Time.Now uses RealTime.Now so we don't have to think so much
Merge branch 'master' of sbox
Right click .vsnd to open as sound asset in inspector
Support trans suffix in create material from image
Export crossbow and arrow materials properly
Analytical antialiased borders
2D sounds
Merge branch 'master' of sbox
Added number.UnsignedMod( number ) extension
volume convar works
Added Panel.ChildrenOfType<T>
Added UserInput.ActiveChild, UserCmd.ActiveChild
Added ClientInput.SuppressButton, ClearButton, MouseWheel
Panel can subscribe to IFrameUpdate, IPhysicsUpdate (gonna have to figure out a better way for this dumb shit)
Added IClientInput
Merge branch 'master' of sbox
Hotload: Reflection instance tests
Hotload: Added failing WeakReference tests
Hotload: Working on a nicer system for organising instance upgraders
Hotload: Factored out reflection and delegate type upgraders
Hotload: Added WeakReferenceUpgrader
Hotload: Parameter cleanup
Hotload: Test cases for closures losing captures of various kinds
Hotload: Fixed possible exception in DelegateUpgrader
Hotload: Made it more obvious when to pass a replacement type
Hotload: Added WeakReferenceUpgrader
Hotload: Some documentation, clearing UpdaterGroup caches
Hotload: Added a failing HashSet<T> test
Hotload: Actually use ChildUpgraderOrder
Hotload: Finishing off refactor
Hotload: Cleaning up
Hotload: IBorn and IKilled work again
Hotload: Fixed OnClearCache() not being called in UpgraderGroup children
Hotload: Fixed ArrayUpgrader calling the wrong method on elements
Merge remote-tracking branch 'origin/master'
Merge branch 'hotload-refactor'
greatly optimize cssbox and improve image quality
Variable border size
Adjusted subpixel AA ratio, fixed a few units on cssbox, compiled shader
Merge branch 'master' of sbox
Fixed PostLevelLoaded being called in the wrong place, and being called multiple times
Merge branch 'master' of sbox
Fix text entry not updating data bind when deleting or backspacing
Scale Yoga values so we aren't snapping to pixels
Fix PhysicsHullFromRender calculated mass info
Fix PhysicsHullFromRender preview
Don't generate rpc __proxy method if we're an override, because the baseclass will have generated it
Fix translatey parsing
Delete crosshair panel immediately when destroying hud elements
CrosshairCanvas.SetCrosshair public
Merge branch 'master' of sbox
Asset browser: Support multiple filter by type anywhere in search bar
Fix browse textures as files in material editor using multiple jpg ext as filter
I'm commenting all these animgraph time > 0.0f asserts out, I reckon they don't account for predicted shit
ModelDoc: Fix fbx loader only using the first FbxPose (fixes loading models that have multiple bone roots)
Restore net_usesocketsforloopback
Fixed ActiveChild not being predicted 😟
Merge branch 'master' of sbox
Hide viewmodel if there's no view entity - viewmodel doesn't need to be a child of player/weapon
Clientside Authoritive entities use Player Predicted Time (fixes viewmodel deploy animation ping delay)
Bind StudioFrameAdvanceManual
Don't try to make clientside entities predictable
ShouldPredictAnimGraph always true
Player doesn't need to fall AnimFrame
Set ViewModel.Owner instead of .Parent - because it doesn't fuck with its position
Viewmodel anim tweaks
EnableClientsideAnimation doesn't seem to be doing anything useful
Fix animgraph prediction errors
Fix rust shotgun physics size
Fix typo of default type on comparing DoNotCastShadows attrib
Restore managed predicted data back to last prediction value at the end of PostNetworkDataReceived
Add [Predicted] (Variable gets saved and restored with other predicted variables, but isn't actually networked)
Fixed ActiveChild prediction errors
Merge branch 'master' of sbox
Flag the whole object to not cast shadows only if all materials are set to not cast
Shader objecrts for Skin shader with SSS for static lights
Merge branch 'master' of sbox
Codegen - dump a txt file on exception
Codegen: don't ReplaceSyntaxTree etc if only doing Source Generators
SourceGen: OwnerRpc should test this as well as Owner
CodeGen: Hook up rpc_read
Hoo up rpc_read_static
Added INetIdentifiable
NetRead/Write deal with strings nice
Fixed viewmodel dissapearing
Fixed global RPC codegen namespace
Fixed static single Client RPC not being static
Spawnlist scrollable
GameTask test
Sandbox.Generator - threaded and optimized, code gen went from 3.9 seconds worse to 0.02 seconds worse 😎
Cleaned up network attributes
Rpc's use NetRead and NetWrite
CodeGen tests
Made scoreboard header accessible
Merge branch 'master' of sbox
Fix assertion on calling IsVisible on updating visibility
Fix AO proxies appearing on invisible objects or out of PVS
Fix bug where whole object would not cast shadows if one material would be flagged as not castable
Merge branch 'master' of sbox
Add setters for PhysicsBody Mass and LocalMassCenter. Wheel tool copies mass of attached prop (for now)
Give thrusters a massless mode
Move glow stuff to Renderingpipeline rather than client
Update game console compiled css with what was on dev
Cleanup glow
More cleanup, HDR buffers
Nicer physgun glow color
Glow stencil shader
Reference on future steps
Merge branch 'master' of sbox
A few more Rust materials
Rust Export: Fix AO export
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rust vehicles
Rust Export - Fix error with multiple colliders
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rust rocks
Rust Export supports detail layer
Rust Export cache GetTextureChannelSingleColor
Rust Export export MeshCollider
Merge branch 'master' of sbox
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Fixed forced inventory slot switch not being predicted
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These errors are acceptable, happen after hotload
FirstPersonCamera stores its last worked out pos instead of counting on incoming value
Some rust/nature converts
Rust Exporter handles foliage better
Rust Exporter: Straight copy the texture if you can
Rust Exporter: textures all in one folder, don't copy over
Rust Exporter: Handle multiple materials
Merge branch 'master' of sbox
rust overgrowth
Touching these
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Allow AnimEntity and PlayerAnimator to reset all params
Implement ShiftIntermediateDataForward
Prediction fixes
Speed up Assets.LoadAll a little bit
Ignore missing entity spawnicon icons
IEquatable for TimeSince, TimeUntil
Compare C# predicted data, warning on different (this'll need something done to it in the future, but it works for now)
Don't call RPCs if !Prediction.FirstTime
Don't play sounds if !Prediction.FirstTime
Don't create particles if !Prediction.FirstTime
Don't do surface effects if !Prediction.FirstTime
Strip SetPredictionEligible
Entities stop being predictable when they lose their local player owner