22,490 Commits over 1,614 Days - 0.58cph!
Split entity list into world and game
https://files.facepunch.com/garry/ec9d32de-b157-4e32-9479-131a6f4b5390.png
Add "Copy Path" to asset inspector header menu
Use .addon for project templates
- Removed template.json.
- Use AddonConfig meta to show information in the addon creator dialog.
- Allows template creators to set up any information for their addon to be passed to newly created addons.
Remove non functioning ent_text and related commands
Add ent_text & restore ent_remove_all commands in C#
Delete old DataNode
Fixed Paint.MeasureText returning empty if Pen was clear
Margin cleanup
Fix warnings
EntityList improvements
Use 128 lights for clustered instead of 256
Double the perfomance of tiled light build job
Fixed Pulley constraint not respecting break limits
Audio changes
* Remove view entity sound bias, always 12u in front without the pitch issues
* Update carpet materials to use carpet surface
* Update concrete materials to use concrete surface
* Base reverb volume reduced drastically
Remove view entity sound bias, always 12u in front without the pitch issues
Update carpet materials to use carpet surface
Update concrete materials to use concrete surface
Base reverb volume reduced drastically
TreeNode supports tooltips
Tweak GameSelectorDialog
Fix up Hammer/EntityTool
PanelList supports hovering
Add tooltip padding
BaseItemWidget.Clear
Hover state for BaseItemWidget items
Fix Rect blowing up the world when json serialized
AssetBrowser uses new treeview
ceiling light - set to static
fire exit - made static
Merge branch 'master' of sbox
Allow BaseItemWidgets to take their selection dynamically from another source
Treeview, expand path to object logic
Changed Utility.Inspect to Utility.InspectObject
Panel List uses new TreeView
https://files.facepunch.com/garry/92708d08-2b8c-4506-9893-d030c102fb7b.png
Delete old tree, datamodel stuff
Split some of ItemListWidget into BaseItemWidget
Create TreeView.cs
Remove bullshit from soundevents_core
cctv globe - lod 0
Merge branch 'master' of sbox
Add lock abs transform scope guard when updating graphs to avoid IsValidToRecomputeTransformState assert
Tiled lighting for envmaps and lighting on standard shading model 🏃♂️💨
Revert "Fix normals for valve standard shading"
This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
Fixed 'Unhandled RPC' error on map cleanup with ParticleSystemEntity
Fixed PhysicsJoint.CreatePulley always returning null
Do Plat_ExitProcess so we don't hang, and will catch shutdown errors
Add gpu info to crash logs
Remove MOVETYPE_*
Most of the move types were unused. We want all the movement logic in c#, we don't really want c++ doing special things. So there are basically two move types - KeyFramed and Dynamic. We shouldn't need to explicitly define these. If the entity has a physics object and it's dynamic, then it's 2. If not then it's 1.
When sucking the transforms from physics objects to entities, also suck the velocity
Fixed not compiling in debug mode
Base reverb volume reduced drastically
Re-enable PhysicsThinks because I don't have the bandwidth to figure out whether it's needed
Remove a ton of unused entity flags
Unused portal code
Remove groundlink
Remove basemodel fadeout thinks
Tools.ComboBox.TrySelectNamed fires OnItemChanged() on success
Fixes Launcher not doing anything until you reselect a game config
Allow for struct types in generic buffers in VFX
Properly index lighting and envmap info on tiled light buffer
https://i.imgur.com/5141J1x.png
PhysicsEnabled works on client
Clean up physics debug draw, color static, keyframe, dynamic in different colours
https://files.facepunch.com/garry/f91c71d9-336b-4c1a-b471-f9a5c7962627.jpg
delete IPhysicsPlayerController
Delete IPhysicsShadowController, simplify
delete positionwatcher from vpc
Entity.Position no longer sets body positions
There was a hack here.. when players respawned we obviously set their positions to the new spawnpoint. But then their keyframed physics hull would rush to that position (via ForceUpdateIfKeyframed).. which hit anything in its path. Snapping the position was the wrong move here imo, I will explore alternatives.
delete positionwatcher.h
Got phys_debug_draw working again
Remove unused
Move Sandbox.CodeEditor -> Tools.CodeEditor - this does mean we can't open the code editor in non tools mode but does that matter?
Define CodeEditors in tool addons, add VSCode support
Basic editor preferences window to specify preferred code editor and default project location
https://files.facepunch.com/matt/1b1911b1/sbox_TaO9t1R3oN.png
Remove warning I left thinking it was dead code
advertising board - prefab with breakable glass
advertising boards - lods
Merge branch 'master' of sbox
Fixes and Adjustment to Jumpsuit Outfit + Colour Variation
Fixes to the lowpoly, textures and skinning. Plus LODs have now been added as well as a blue coloured variation.
https://files.facepunch.com/daniel/1b1811b1/slack_Vk0gTN69pu.jpg
Move the error list from Sandbox.Tools to tools addon
ErrorList keeps a static list of diagnostics for when the widget is hidden/shown as well as hotloading
Use lovely new managed ItemListWidget instead of ListView for ErrorListView
delete vphysicsupdateai_t
Completely remove movetype
Remove SOLID tag from prop gibs, add debris tag
Restructure video setting accessing & add presets