255,297 Commits over 3,990 Days - 2.67cph!
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again
Merge branch 'master' of github.com:Facepunch/sbox
Merge branch 'master' of sbox
Fixed MinMaxAttribute not working in Hammer
Fix static/dynamic colors not working on [EditorModel] ( This is only used for light modes, weird fucking place? )
No point in having EnvironmentLightEntity derive from ModelEntity
Hammer property titles once again generate with spaces
[HideInEditor] works on asset properties
Give [GameResource] a default question_mark icon so it's not null by default (also fix DrawMaterialIcon shitting the bed with null)
Fix classes with [Net] malfunctioning if they have child classes
Add TypeLibrary.FindStaticMethods
Add PropertyDescription
Fix MenuAttribute
Support copying graphemes outside TextEntry too
Improve console text selection
Improve behaviour of label selection if drag rect is negative size
Add GameResource to Recent opened list when saving in inspector
Add GameResourceEditor
Fix Replicated ConVar's not replicating locally
Fixed certain types being displayed as structs in Inspector
Namely double and int64
Fixed non public methods not working as Hammer inputs
Trim all the unused addon stuff out of IApplication etc
Fix error in JsonSerializerOptionsUpgrader on hotload
Don't give alternate flags when querying DX11 display mode list
Fix crash when registering the minidump handler due to addon stuff being removed
Fixed verbose hotload log formatting
Improve tonemap controller preview in Hammer
Pain day 3 for game template
Network Client.IsUsingVR
New Outfit Piece! - Summer Shorts
New outfit for a hot day out for terry, as well as some needed adjustments to the leather gloves skinning and rigging.
Summer shorts also have LODs.
https://files.facepunch.com/daniel/1b2411b1/Photoshop_4cUauBlWsq.jpg
Make [UseTemplate] work properly on consolidated builds (used for s&works) - instead of the generator trying to guess root directories feed it a map of physical paths -> virtual paths for all the cs files
Fixed MinMaxAttribute using min as max in Hammer
Display( Description = .. to Description( .. in engine
Merge in drawhud
Draw2D.TextSize returns a Rect
Vector3.ToScreen can take a ScreenSize, returns nullable Vector2
Citizen/animgraph: second draft of big weapon branch refactor
intercom
pallet - tweaks
fixed broken normal map on pallet
Revert changes to SetupPhysicsFromUnscaledModel - Some users have been reporting overlap tests etc sometimes failing. This change was to fix slow downs when loading maps with triggers covering the map, the fixes were only needed on the trigger entity, not native code
Remove vconsole tools we're definitely never gonna use
.. and some more
Fix clothes showing in wardrobe multiple times
Add morph inheriting for in game models
Mouse wheel zoom in and out of face on avatar dresser
LOD override dropdown
Add sbox_feature_inheritlods
Update material icons
Balaclava LOD fixes
Fixes to Lods so no longer clipping in the head model!
Add clear context menu to asset property
Add DressSceneObject to ClothingContainer, to condense code repetition
SceneObject can replace materials based on attribute value
Clothing has EyeMaterial
Add gown clothing item
Add replacement attribute to citizen skin/eyes
Fix skins to use new system
Allow right click > open in editor for asset properties
Delete junk
Fix dress layers
Skin5 eyes
Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting
& more comments
Fix NRE in WaterController if PhysicsGroup is not valid
Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab
Added failing hotload test for static initonly HashSets
Added ConcurrentQueueUpgrader
Fixed in-place hotload of a HashSet<T>
Allow individual types to be added to hotload SkipUpgrader
Skip hotload for types in System.Net.Http and System.Text.RegularExpressions
Fixed some false negatives when checking if a type is blittable
Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader
Only start addon worker threads when first needed
Make sure hotload verbose log works with and without -tools
Cache which static fields need to be watched in hotload
Some extra timing info for hotload
Added InstanceUpgrader.GetUpgraderOrDefault<T>()
DefaultUpgrader field caching, now uses auto-skip
Update groups.vgc
Added networked attribute based material replacement to ModelEntity
Don't force GC collect on hotload, since we're doing it 3x for every compile
More persistent caching between hotloads
HotloadManager name consistency
More timings
Revert "Disabled transform structured buffer by default, will be reenabled soon"
This reverts commit 72c3854218d52e769ba267ad84d8e6e0394e7f22.
Fix instance ID buffer on structured buffers
Reenable multiview instancing on shader
Update core shaders with structured buffers
Cleanup some things and set baseline before major transformation logic refactor
Part 2 of baseline cleanup
Merge branch 'structured-transforms' of sbox into structured-transforms
Remove m_transformAllocator, trim most redundant code out of transfomation
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configured HMLMG, added weapontest loadout
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Backup 2022/05/25 18:50:00 UTC
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recoil adjustments
fixed headbob in debugcamera
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Fix hammer steam audio scene generation, probe generation now works
ToTitleCase(string) tests
Use memoization for short strings in ToTitleCase
More ToTitleCase tests
I forgot that I already implemented this lmao
Fix LOD dropdown defaulting to 0
Try loading server info for the transfer connection screen sooner
Add TriggerOnJump to push trigger
Add ModelName to ArmorItem
Add placeholder clothing model names to each armor item type
Add InventoryContainer/NetInventoryContainer.Is comparison method
Automatically despawn any client-side ragdolls after a time
Update any equipment clothing when added or removed from the equipment inventory
Various fixes and use type library class name
Merge branch 'main' of sbox-corewars
More persistent caching between hotloads
HotloadManager name consistency
Change how reload sound is handled and stop any reload sounds when weapon is put away
Don't force GC collect on hotload, since we're doing it 3x for every compile
Try actually setting UseHitboxes on traces...
TTT: PT-BR translation: add missing letter (#1892)
Update stack sizes for items
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Can press Tab to close any active dialog
Merge branch 'main' into ui-redesign
inventory slot
Update groups.vgc
Added networked attribute based material replacement to ModelEntity
Compile fixes after merge
Added failing hotload test for static initonly HashSets
Added ConcurrentQueueUpgrader
Fixed in-place hotload of a HashSet<T>
Allow individual types to be added to hotload SkipUpgrader
Skip hotload for types in System.Net.Http and System.Text.RegularExpressions
Fixed some false negatives when checking if a type is blittable
Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader
Only start addon worker threads when first needed
Make sure hotload verbose log works with and without -tools
Cache which static fields need to be watched in hotload
Some extra timing info for hotload
Added InstanceUpgrader.GetUpgraderOrDefault<T>()
DefaultUpgrader field caching, now uses auto-skip
Can press Tab to close any active dialog
Switch SetupPhysicsFromModel to PhysicsMotionType.Keyframed so it works (static isn't)
Call ResetInterpolation when moving a model in the voxel editor
Update sbox-voxels
Update sounds
Merge branch 'main' of sbox-corewars
Add is-empty to InventorySlot for Lewis
Merge branch 'main' into ui-redesign
bunker updates
Merge branch 'main' of sbox-unicycle-frenzy-maps
Add is-empty to InventorySlot for Lewis
Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab
material updates following texture changes
missing mesh decal renderer scripts on some prefabs
Switch SetupPhysicsFromModel to PhysicsMotionType.Keyframed so it works (static isn't)
Call ResetInterpolation when moving a model in the voxel editor
Update sbox-voxels
Update sounds
Merge branch 'main' of sbox-corewars
Add ResetInterpolation() to ISourceEntity
Added InstanceUpgrader.GetUpgraderOrDefault<T>()
DefaultUpgrader field caching, now uses auto-skip
merge from hapis_conversion
Add Floating friction level
Fix NRE in WaterController if PhysicsGroup is not valid
Forest density fix 2/2
More community fixes
Updated AI related objects for MilTuns
Asset delete
Fix client commands executing twice
Fixes & cleanup
Rename strafe_change_friction -> strafe_trigger_friction, give friction options an enum with easy names
Add friction triggers to test map
Updated repo to new csproj format, added gather hook
Added gather hook for accelerated staging mod, gonna do it as a standalone harmony mod until modloader becomes more mature
material updates following texture changes
uploading re-worked texture sets
concrete_wall, sidewalk_a, sidewalk_b, concrete_slabs