22,537 Commits over 1,614 Days - 0.58cph!
Citizen/clothing: jumpsuits skinning improvements + ID card on pocket has physics
Fix Input.Pressed not working outside of Simulate when FPS was lower than tick rate
Fix particle preview rotation https://files.facepunch.com/layla/1b0211b1/sbox-dev_DE9zLfakRV.mp4
Send some performance info
Use parameter default value when firing inputs for non number types too
Improve error handling for firing Hammer/MapIO inputs
AssertIsMainThread for SetupPhysicsFromModel, this is not safe to do
Assert trying to make scene model with meshless model, sceneobjects aren't created if there's no meshes
Do the same for sceneobject
Fix crash trying to render thumbnail of model with no meshes
Fix crash trying to preview model with no meshes
Added option to right click copy asset ident from asset.party
https://files.facepunch.com/louie/1b0211b1/sbox_wHZljKuQ2h.png
sboxgame/issues/issues/2477
Fixed default new material using invalid texture
sboxgame/issues/issues/2480
Create trace object for lights
Clear selection if we didn't trace against anything
Try selecting editor object from trace
Add simple ray trace api
Editor objects create ray trace objects to trace against
Trace into viewport to test tracing api
Rebuild all materials for good measure
Bitch when we're trying to load a shader with legacy name
Fix ShaderMetadata
Fix metadata being erased on shaders :S
Preliminary reflection info for shader resources
Don't bother compiling shaders if we don't have the source
Don't bitch that it's a binary blob when reading a KV3 to json, it writes the nuance that we want to the member
Start exposing reflection data on shader resource
Only call tools.refresh when we have new tool assemblies and not game assemblies
Remove LoadInternal, simplify and clean stuff
Move compiled load of gameresource to gameresource
Glue LoadKeyValues3File so we don't need to load the entire KV3 blob to read it's header, give support to loading KV3 in GameResource, cleanup LoadCompiledInternal, also add support for eventual custom loading of gameresource
Load GameResources from addons when they are registered, previously they wouldn't be loaded properly
added missing menu tool tip for local games
Support all the different orders CSS border property can be in, add unit tests too - resolves Facepunch/sbox-issues#89
Revert "Focus GameFrame when entering full screen"
This reverts commit 8904f4f5b1f11f0a8921373f2a42485a9eaab8ce.
Blur and disable console input's focus when entering fullscreen mode
This takes care of the editor sometimes auto-focusing the console and getting confused about whether it wants to be full screen or not
Corrected description of (Real)TimeUntil.Absolute
RangedFloat can be used in Hammer entity properties now
Party deck: fix avatar sizing, give margin between add button and party friends - Fixes Facepunch/sbox-issues#2453
Small adjustment to Shorts
Whitelist System.Private.CoreLib/System.Diagnostics.ConditionalAttribute
Whitelist System.Private.CoreLib/System.Text.*
Whitelist System.ObjectModel/System.Collections.Specialized.*
Whitelist System.Private.CoreLib/System.IO.StreamReader.get_* and Close()
Fix some icon types not being generated
Fix gameresource attributes not showing properly, fix warning on a material
Citizen/clothing: bucket helmet seam fix
Merge branch 'master' of sbox
Deleted prop_dynamic, info(_particle)_target, point_camera native ents
Deleted prop_dynamic, info_target, info_particle_target, point_camera native entities
They all have c# alternatives
Deleted info_null, info_landmark, info_player_deathmatch engine ents
Make it more clear that project rows are not clickable
Fixed exceptions when closing publish to asset.party window prematurely
Add Application.CursorPosition setter for mouse capturing
Bind QTimer so we can use it to unblock drag and drop operations (ideally we'd fix this properly in a Qt fork)
Add temp trace function to trace scene objects until we use ray tracing environments
Initial scene editor
Remove unused tool scene widget def
Bind ray trace environment and add a simple API for it
Remove slow tracing function, no longer needed
Try to get scene object from trace
Remove old tracing code
Bind more of ray trace env
Return the full ray tracing single result struct
Initial tool helpers api
Bind helper transform to target transform
Use treeview for object list
Move helpers to tool addon code
Make editor objects IValid
Light object updates scene object with the binding system instead of on changed callbacks
Populate object list with editor objects, keep them updated and handle selection
Fix tree view SetSelected ignoring skip events and selection changed to false
Delete selection
Create a model object for model drag and drops
Include drag pos in DragData so initial drag enter knows where to spawn the object
Unselect everything when selecting a new object
Highlight selected object
Flush bind system after setting binds
Allow model helper to be position only
Don't bind properties that aren't meant to be two-way
Light brightness property
Model property
Use string for model property
Support drag and drop from cloud
New Outfit Pieces - Shorts and Bucket Hat
https://files.facepunch.com/daniel/1b0111b1/sbox-dev_w0N25QkANK.jpg
LODs and Skinning adjustments to come soon.
Merge branch 'master' of sbox
Initial rebase of shader assets into master
Fix Undefined Behaviour In Tiled Rendering
Fix things from shader assets rebase
Recompile all vmat files
Strip mod from d3dinclude
Put certain shader of materials inside folders and strip extension
Readd reflection data when compiling vfx
Don't fixup filename of resources tagged RESOURCE_TYPE_NONE, allows for any filename to be set as a reference
Reference shaders used as a dependency in compilematerial
Project creator folder selector works first time when path already exists - Fixes Facepunch/sbox-issues#2454
Server list spelling
Focus GameFrame when entering full screen
Fixes sbox-issues/issues/2081
Codegen writes correct accessibility for partial classes it writes
Add descriptions to TypeLibrary's description classes
Fix razor file extension checks case sensitive
Settings page partial cleanup
Clip project path text so it doesn't overlap the settings icon
Saftey checks around memcpy in CCompositeParentSpaceState::CopyBoneTransformWeights to prevent crash, additional asserts to catch when this stuff is bad
CQAttributeEditor_SoundPicker: use path instead of name for sound events
Create a resource reference on sounds in maps so custom sounds will get properly uploaded and loaded with the map
This will require you to reselect sounds in your maps to update to their full paths, asset name only is obsolete
Remove some unused gameui
Don't reset buttons when mouse cursor window
Don't bind properties that aren't meant to be two-way
Light brightness property
Model property
Use string for model property
Support drag and drop from cloud
Add context menu to entity list, allow deleting
Fix entity categories under Map entities
Add consistency to explorer widgets
Friend.GetAll() returns empty array in outside of menu
Catch and report exceptions in OnParametersSetAsync, OnParametersSet
When deleting, destroy child blocks first
Expose combo free texture filtering selector for user built shaders
https://files.facepunch.com/ognik/1b0111b1/sbox-dev_MUJMmnKlDF.mp4
https://files.facepunch.com/ognik/1b0111b1/sbox-dev_F7l9inPSQS.mp4
Also includes glass & blendable too
Get rid of features.minimal.hlsl. It's the same thing as features.hlsl
Only disable the button if it actually exists
Add a stop compiling button to the Shader Compile Output