13,872 Commits over 1,552 Days - 0.37cph!
Deleting vrad exes
Cursor is enabled if pointer-events enabled on any (visible) child
Background image baseline
Stylesheet renames
Merge branch 'master' of sbox
Add vrad to sbox_game vpc
Add visual progress notification to shader compilation
Make shader compilation not hang the main thread
Add notification callback to vfxcompile
Add structure enumerating extra information in Light Probe Volumes
Bake SDF and lay foundations to bake sky coverage in vrad3
Spawnmenu mockup
ProjectGen automatically add *.scss under *.cs
Menu cleanup
Create Build-Tools.bat
ProjectGen better ignoring
These addons don't need code
Can access code folder via FileSystem
FileSystem.Mount/Unmount silently ignore nulls
Moved stylesheets next to classes
Throw if trying to add rootpanel more than once
Delete.Delete doesn't need to call base
sbox addon
Startup Timing
Sped up generators, but this is all gonna have to be reviewed, probably needs to be threaded
Fixed exception when disconnecting
Add Rect3D
AsyncSetTextureData2 doesn't need TextureConfig
AsyncSetTextureData2 uses Rect3D
Texture cleanup
Added NativeEngine.CTextureDesc
Interop: using [asref] when returning from native doesn't try to return a ref
Bind RenderDevice.GetTextureDesc
Add Texture.Width, Height, ImageFormat
Basic image loading
Fixed scroll direction
Mouse wheel scrolling basics
some ui_ debug convars
Remove F_STENCIL_MASKING from ui shaders
Added NativeRect
Bind RenderContext.SetScissorRect
UI overflow != visible scissor culls
Cull panels if overflow != visible
Text tweak
Panel children sorting
Friend list ordering
Fixed redrawing text for no reason
Update baseaccess.txt
Classes use HashSet
Design tweaks
Update steam_api64.dll
Adding Facepunch.Steamworks
steam_client forwards steam callbacks, so we don't have to fuck about with shit
Remove old manual steam stuff and use fpsw instead
UserData + Replicated Convar binds
ui_text shader alpha fudge
DeleteChildren can trigger outro's too
Update Sandbox.Test to use preview packages
Fixed multiple nested &selectors not always working
Tweaked transition behaviour, so we can transition from "current" height etc
Added :outro selector, which a panel will set on deletion, and will delete properly after transitions are finished
Added :intro selector - which is automatically added for the first frame of a panel's life - allowing easy creation of intro transitions
Hotreload using mat_compileshaders instead of mat_reloadshaders
ScreenQuad with margin
Update Margin.cs
moving UI materials into addon
Fixed crash in CTextureManagerDx11
Added TextShadow to UI tests
Updated shaders
Box shadow tests, fixes
ui_cssbox cleanup
Pass the transform matrix to the shader
Detect change and launch shader recompile from C#
Placeholder dev_notice_add for sam to add progress
Added RealTimeUntil
Fixed console commands not always working in menu
Made dev notices more generic (so we can use them for shader compiles)
Fixed layout propogation
Matrix.Identity fix
Added transform property
Transform rendering wip
Transform transitions
Bind Matrix
Add RenderContext.SetMatrix
Remove unused
Add Rect.Center
Added Style.SkipTransitions
F keys are game buttons, run binds even when in the menu ui
UI test cleanup
Dedicated server console output now kicks ass
Restore and Save the predicted vars from c++ around simulation
Update sandbox.entity.def
Merge branch 'master' of sbox
Finish cheap ocean shading, update test_water vmat
LastButton prediction fixes
Added Time.Tick
Fixed dedicated server errors
Don't bother with the assetlist right now
Alternate replication attributes, Net, NetPredicted, NetLocal and NetLocalPredicted
Write the other network var groups
Added SbDataTable
Bind DataTable
Move network data get/set to DataTable object
Fix citizen walk speed not networked
Merge branch 'master' of sbox
Fixed dark outline around text
Iterate on water, start shading it
Merge branch 'master' of sbox
Add Transform.Zero
Merge branch 'master' of sbox
Fix auto shader compiler not working on addons
Support multiple box-shadow
Aadded text-shadow support
Text shadow shader (broken as all fuck)
Merge branch 'master' of sbox
Water, WaterSea and WaterVolume
Add TransmitState to managed
Add TransmitState to Entity
Re-enable Material.Create, let me know later why I shouldn't do this yet
Merge branch 'master' of sbox
Don't bind UpdateTransmitState since that's implicit
Fix shader compiler progress spewing beyond 100% on consecutive compiles
Gotta reinitialize these too
Set custom material name on CreateRawMaterial
Update shadertest map
Update construct blockin with better computed lighting
Add stub for Sbox VSCode extension
Iterate on water
Update gitignore
Unbind Set/GetTransmitState, redundant as there is TransmitType
Add sbox_water shader and screen aligned planes
Warn when a shader file is empty when processing it
Update test_water with our sbox_water shader
Remove old code from WaterSea and WaterVolume
Fix projection on sbox_toolgunball looking weird
Merge branch 'master' of sbox