243,189 Commits over 3,898 Days - 2.60cph!
Rounding pixels to get rid from 1 pixel abnormal shift (#2034)
Fix can't inspect prefab files
Moved some stuff to engine
Add sprite shader
Move some editor stuff into Sandbox.Tools
Rename Entity to HammerEntityDefinition, make it internal, delete some other things and mark lots of attributes as internal
player update, exported edited unarmed idle pose and edited rock and 2handed melee anim sets
Added optional vertical fade controls for quick wind attenuation (based on local space height)
Attempted to fix incorrect screen resolution when in editor
NetRead doesn't exist
Lets run unit tests without a window
Fixed build errors on BRZone shader
Fixed shiny stuff and reduced Rust/Standard variants another 23%
Remove decal_renderer from allshaders.txt
Stability when deserializing variables
Survive missing variable types
Stability when deserializing variables
Survive missing variable types
Ensured objects are enabled by default with optional disable
Optimised cache lookup
Added danger checks to objects in cache
Keep unknown inputs / outputs if linked
Keep unknown inputs / outputs if linked
rename pipeline to renderingpipeline_standard
Remove remaining VR references from pipeline, remove specialized viewmodel, monitor and 3d skybox rendering paths from it
Remove scenemonitor and dota planar reflection stuff
Move a bunch of stuff into Sandbox.Tools
Move a bunch of stuff into Sandbox.Tools
Give test-managed a 10 min timeout
This test relied on Entity properties
Fix tail/current seeking for files stored in VPK
TTT: Fix Turkish translation file
Added ENT:TranslateSchedule and ENT:OnStateChange for ai sents
Set default bind of "focus map" to `F`
Move bind to different realm so it doesn't overwrite flashlight button
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Expose SceneNetworkSystem
Hack: Skip rendering to pixmap if framebuffer is 0x0
Move SceneFile to Engine (from Game)
Manually define RPCs
Ensure Paint is only ever used in main thread
Replace connect, disconnect, status commands
TTT: Fix Turkish translation file
Delete tons more Entity & Networking code
MethodBinder bug fix
Graph serialization determinism
Add MissingNodeDefinition, WIP guarentee round-trip serialization
GameObject tests moved to engine
Move GameObjects unit tests into engine, update unit test init code (actually opens the game window now, might fuck up CI)
Added ability to foldout main sections
Adding pass will foldout passes section automatically
RenderPass errors are now parsed and a popup dialog is presented
Stopping preview cannot be done unless a pass preview is ongoing
Processing parses is now handled by button
Strip C# Entity IO
Delete big chunks of entity networking, and stub a bunch of entities
Delete entities that will be prefabs
Delete base/Obsolete
Delete Net codegen
Remove old game templates (except minimal which won't work yet either)
Setup warning system
Display warnings for basic unset values
Get rid of newlines/tabs/returns when outputting logs to status bar
Moved Scene, Component, GameObject into engine
Move WorldPanel and WebPanel to engine
Remove Game.SceneWorld
Add GameNetworkSystem.IsActive
TypeLibrary: Expose properties if get is public, disable setting if set is not public
Add Game assembly to editor typelibrary
Add Scene, GameObject, Component system
Remove TypeForwardedTo's
Remove physics step from Task
Delete unused
Only skip non public property set if not dynamic assembly
Tick GameManager from GameMenuDll
Mark GameTags as expose
Added dithered "Angle Fade" option to Core/Foliage (e.g. multi-card stationary billboards)
Changed blue noise texture to uncompressed
Remove decal references in skin shader, thought I had that sorted :S
Adjusted import settings for noise textures
player update, edited rock anim set
Support for multiple suns and fog on atmosphere_sky, code for this still sucks since this came from the first days of development
Add a second label for the `...` so the dots are aligned from left to right
Fix components not starting disabled
Get light culling render buffer from rendercontext rather than from layer
Fix compilation of tiled_light_culling on vulkan (wtf?)
Transpose matrices on d3d11
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