14,038 Commits over 1,583 Days - 0.37cph!
Added Networked Properties
https://docs.facepunch.com/s/sbox-dev/doc/sync-properties-jKFHwTGVgR
Delete mouth system from soundsystem, too specific, doesn't work anymore
Remove all references to baseentity
remove entitysystem include from def
Delete entitysystem, no longer needed!
Delete everything from entity2 except entitysystem and entitykeyvalues
Delete entityinterfaces, entitystructs
Citizen/animgraph: update "voice" to use a MorphFrame instead of a DMX file + subgraph tweaks + weightlist tweaks
Citizen: updated visemes prefab
Citizen: set viseme prefab to enabled
Merge branch 'master' of sbox
Remove more unused from entitykeyvalues, got to do this bit by bit
Add compiled cs_compress_dxt material
Hair Dreadlocks - Quick Adjustments
Don't clamp morph frame weights
Remove entityio from entitykeyvalues
Fix grid size button tooltips
Texture Compression Speed Improvements (#1430)
Improves DXT5 compression by moving it to GPU, other algorithms that still run on CPU also benefit (DXT1 etc.).
Additionally fixes DXT crash (sbox-issues/issues/4165).
ActionGraph: Nodes for creating common collection types
Array, List, HashSet, Dictionary
Quick fix to Hair cap textures
New Black Frizzy Hair + Adjustments to Hair Textures
We do already have a break sound, 10 lines down from where I added a new one
DamageInfo into namespace
Don't throw a ton of errors when we run out of voices
Add surface sound for break (I got a feeling we already have this somewhere)
PhysicsShape.Surface returns null less often
Add GameObjectSystem.Stage.FinishUpdate
Rename PhysicsBodyComponent.cs to PhysicsBodyExtensions.cs
Add PhysicsShape.PlayCollisionSound, PlayFootstepSound, PlayFootLandSound, PlayFootLaunchSound
Add CollisionSoundSystem
Collision Event System automatically calls into CollisionSoundSystem
Add RigidbodyFlags
ActionGraph: Expose GameObject.Destroy(), Clear()
Use different prefixes for ShaderGraph vs ActionGraph clipboard text
Defer loading ActionGraph resources until needed
Fix error message when ActionGraph resource not found
Fix case where wrong property is deserialized to in Json.DeserializeToObject
E.g., the FirstOrDefault could match a property that was JsonIgnored, and miss a property with the same name (with [JsonPropertyName]) that isn't ignored.
ActionGraph context pass-through for nested graphs
Update sentry DSN
Fix NRE in rigidbody
Support non uniform scaling convex colliders https://files.facepunch.com/layla/1b0811b1/sbox-dev_bDb1J04Lnd.mp4
Color picker improvements
Lose text field input when clicking sliders
Don't fail when typing in a hex color without the #
Give a little more space to display rgba & hue values
Add Component.IDamageable and DamageInfo
Remove currently unused properties from ModelPropData
Component.Flags is now a ComponentFlags
Add GameObjectFlags.DontDestroyOnLoad (not implemented)
Fix double IDamageable
Add DestroyOnEnd to ParticleEmitter
Hide SceneObject in ParticleSpriteRenderer if no particles to render
Particle collision uses scene trace
Move ActionGraphView to its own file
Fix ActionGraph properties panel resizing itself
Delete source1importlib, source1_legacy, vmf_to_vmap
Delete sfm and sfmobjects (delete sfm interop if you can't compile)
Better default type for operator properties
Fixed editing integer constants in ActionGraph
SceneOverlayWidget updates position when window is moved too
Fixes sbox-issues/#4378
SceneCamera.Tonemap not enabled by default
Fix model rendering bounds
Call ForceFlushGPU when rendering to pixmap
Update RazorComponentTemplate to use TextArea
Add TextAreaControlWidget, supports properties using TextAreaAttribute
https://files.facepunch.com/tony/1b0811b1/parsecd_Hhi72QodaJ.png
Add Layout.SizeConstraint
FixedWidth and FixedHeight operate propertly, added FixedSize
Fix ControlWidget's layout expanding vertically
Apply scene object transform to physics bones (no animgraph code path)
Should fix errors when a GameObject is marked as no save
Gizmo shaders display in ToolsVis mode
Fix MaximumWidth/Height swap
Change vmdl_c to vmdl in Model.Load
Convert ITags to an abstract class
Rewrote Qt widget layout implementation so that SizeMode works and makes more sense
Recover the scene camera if its position is NaN
Add ITagSet.HasAny, HasAll that take ITagSet
Added GameTags.Flush - to manually update the flags instead of waiting for the next frame callback
Fix warning