256,234 Commits over 4,018 Days - 2.66cph!
PathPlatformEntity moves smoother when switching nodes
TagEdit becomes TagPicker
Added ability to get the cursor & selection info on LineEdit
Horrible syntax highlighting code, will fix
Backup 2022/07/22 15:50:00 UTC
Harbors exterior lighting pass
Added light switches to control the lights
Show asset counts on folders in asset browser list
Hide folders starting with .
Add TextEdit.Html
Folder context menu
Can set Widget.Layout directly, added Layout.Row(), Layout.Grid() etc
Add AssetType.All
Hack so Widget.IsPressed doesn't get stuck
Clean up GridLayout usage
Can Draw Pixmap with alpha
Asset type filter improvements
https://files.facepunch.com/garry/93252055-2617-4be4-9786-35aa2043397e.mp4
Spawnable static ents (incl. chairs and desks)
molotov liquid shader back for Bill to test
renamed flashbang to correct view and world naming system, recaled 2.5x, tweaked glass material, added powder inside on view, lods 0 and 1, tweaked normals
Only give weapons using GiveAll command if player does not already have that weapon
Clean up the inventory system for Boomer and implement Q to switch
Merge branch 'main' of sbox-boomer
Account for sunlight when resampling
Cargo Pants FULL, Maya, Substance, Zbrush and Fbx, bakes and texture files included.
Fix tool.minimal template
Tool addons reference base tools addon
Allow head look when mounted on invisible static chair & secretlab chair
Added Friction property to Hinge and Slide constraints
Warning fixes
Both toilet prefabs now use updated chair settings.
Updated more chair prefabs to allow upper body gestures. Setup generic chair mount sound definition to use across chair prefabs. Disabled gibs for invisible static chair.
Add Rider as a code editor (thanks @peter-r-g), I didn't test it but it's just the same as the VSCode one with different regkeys so it should be fine, & clean up some duplicate code around code editors too
For default code editor pick VS > VS Code > anything that is installed
Fix touch events collision filter exclusion where it needed both entites to have touch events off
Fixes Facepunch/sbox-issues#2046
Minor headlights setup edit
Allow mixed shadows to resample at a different ratio
Set up the more advanced separate forward/backward headlights
reduced texture sizes on poweder
tweaked flashbang glass transparency and metalness, added power mesh with tiling material for viewmodel and lod0, will add something to the opaque material
Fixed mixed shadow resampler too
import settings change for lever
Train Control Lever Setup
Semi-fixed the locomotive headlight spotlight behaviour
Fixed locomotive fuel storage being hard to access (sometimes showing interaction without the interaction working)
Backup 2022/07/22 09:50:00 UTC
Move resampler to shadow cache
Removed some old trail connection points from trainyard that no longer make any sense
Added a note to the comment re not using ClientInit() for the particle setup.
I have attained the truly correct way to handle particle systems and implemented it here.
Here is a handy guide to the following difficult situation, which I've also pasted into a new block comment in ParticleSystemContainer:
- You have a Particle System that you want to be on sometimes,
and off at other times. e.g. Smoke from an engine that emits while the engine is running.
- You want the Particle System to be culled (ParticleSystemCull) or LOD'd (ParticleSystemLOD)
at a certain distance.
Here is the setup you need:
- Use a ParticleSystemContainer and control your particle systems from there, not directly.
- Set your ParticleSystemCull/ParticleSystemLOD scripts to Play On Show TRUE.
- In your parent entity, immediately call Stop() or Play() on the ParticleSystemContainer in ClientOnEnable(),
as desired for the particle's current state. This gets everything into the right initial state.
From there, things should work correctly.
Initial fix for shadows not upsampling once downsampled
Add managed resource type for animation graphs
Allow HAnimationGraph to be networked. Set animgraph from managed using animgraph resource.
Fix animgraph returning junk resource name
Internal Model.Get return null for invalid IModel
Return animgraph of model if we haven't set an animgraph on the entity
Backup 2022/07/22 03:50:00 UTC
CodeEditor out of Sandbox.Engine to tools addon, editors are implemented with ICodeEditor
Reimplement Visual Studio with ICodeEditor and use vswhere to get Visual Studio install with .NET installed more reliably
VSCode editor support - when active, solutions make a .code-workspace with the right omnisharp bullshit
Default code editor is Visual Studio, if that's not installed VSCode
Editor preferences window
Add Code Editor to Editor Preferences
Restore File / Open Solution
Add default addon location to editor preferences, default to `%UserProfile%/Documents/S&box Projects`
ErrorList.ReportCompilerDiagnostics should be static, this way we catch errors even if our widget isn't open
Changed interaction sounds for wagon storage + crates and coaling tower storage.
Return animgraph of model if we haven't set an animgraph on the entity
Use a prefab variant for the fuel wagon, so that it can have unique open/close sounds
CodeEditor out of Sandbox.Engine to tools addon, editors are implemented with ICodeEditor
Reimplement Visual Studio with ICodeEditor and use vswhere to get Visual Studio install with .NET installed more reliably
VSCode editor support - when active, solutions make a .code-workspace with the right omnisharp bullshit
Default code editor is Visual Studio, if that's not installed VSCode
Editor preferences window
Add Code Editor to Editor Preferences
Restore File / Open Solution
Add default addon location to editor preferences, default to `%UserProfile%/Documents/S&box Projects`
ErrorList.ReportCompilerDiagnostics should be static, this way we catch errors even if our widget isn't open
Allow HAnimationGraph to be networked. Set animgraph from managed using animgraph resource.
Fix animgraph returning junk resource name
Internal Model.Get return null for invalid IModel