252,911 Commits over 3,990 Days - 2.64cph!
Some nice editor attributes
Window dialog mode
Polish ComboBox when changing editable
Add LineEdit.AddOptionToFront, AddOptionToEnd
Add FolderProperty
Basic game addon creation
Add game.minimal template
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Make [Net] only work on { get; set; } props and throw a nice error, people were constantly getting confused why their custom getters/setters weren't working.
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Potential fix for a crash within CFontTextureRegen
Test projects now target net6.0 too
Fixes build error in Sandbox-Engine-Test.sln
Removed attempt to set private Host.IsClient in Sandbox.Test
Fixed SetTextDecoration test
Fixed default value handling in Sandbox.Hotload
MONO_CECIL wasn't defined in Hotload project after upgrade to net5.0 / net6.0, which is needed for finding new default values of fields.
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Make [Net, Change] work with entities and remove obsolete [OnChangedCallback]
NPCSpawner can now modify brain sense stats.
Bumped sense, attack and listen ranges of arctic base scientists.
AI prefab update.
Added AI navmesh obstacles prefab. S2P on arctic_research_base_a.
Setup AI sleep/wake triggers. S2P arctic_research_base_a
more AI data tweaks/setup
hobo barrel can now be picked up and repaired
Addon selection in asset browser now saves/restores on addon change
Cover updates after some initial testing
Add Widget.AcceptDrops
Add widget drag/drop events
Add DragData.HasFileOrFolder, DragData.FileOrFolder
Allow dropping folder/.addon file onto addon manager to add
Switch to new addon when added
Add documentation to PostProcess
Simplify post processing uv calc
Start editor window disabled until loading has finished (fixes crash with launching tools too early)
Fallback to local addon if not found on backend
Fixed fgd's not writing to addons outside of /addons/
Return null if we use PostProcess.Get and we have no post processing effects
Introduce UseFalloff parameters to each post processing effect to enable and disable falloff
Merge Snowmobile -> Aux to get the latest changes back in Aux
Cherry picking the new SnowmobileMore branch to Snowmobile. I had accidentally committed these changes to Aux and subsequently converted them to a new branch.
Support colored input for reflections
Disable adding proxy instance shape to sdf shape list until merge shape optimizations to master
Upload shape buffer data to the GPU with any arbitrary size beyond 4KB
Bind shape buffer data to rendering pipeline and give support for multipass if we need it
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FIxing a 0.1 offset on square ladder hatch prefab
Apply auto panel closer component, it's a better fix than the one from earlier today
Give base addons proper schemas so they don't get auto-upgraded and stomp SharedAssets.
Merge from firstpersonspectate
Merge from viewmodel_aspect_clipping (less vm clipping at ultrawide aspect ratios)
Set SharedAssets to empty on base, citizen, rust addons - stops them being downloaded over multiplayer
Fixed incorrect skin ID being applied when switching from a redirect skin to a non-redirect skin that isn't the default skin
Went through all existing GameTips and made them all conform to the same grammar rules (which generally seemed to be: For single-sentence phrases, use no full stop at the end of the phrase. For multi-sentence phrases, use a full stop at the end)
Snowmobile tooltip now shows when going to bad terrain from good.
Hack to resize glyphs from Steam if they're the wrong size until it's fixed on Steam, e.g PS glyphs are twice as big..
Add optional style parameter to Input.GetGlyph
There's 3 styles Knockout (default) buttons are on a knocked-out background. Light is black on a white background, Dark is white on a black background.
Modifiers WithNeutralColorABXY() will match the style color instead, WithSolidABXY() gives the buttons a solid fill.
Example usage: Input.GetGlyph( InputButton, style: GlyphStyle.Light.WithSolidABXY() );
https://files.facepunch.com/matt/1b1711b1/glyph_styles.png
Fixed ground watch regression preventing sprays from being cleaned up when the entity they were attached to was destroyed
Enabled sprays on trees (tree destruction now triggers OnPhysicsNeighbourChanged callback to nearby entities, will need to monitor for unintended side effects/performance implications)