22,466 Commits over 1,614 Days - 0.58cph!
Tag asset type images under tools
Fix small regression with InputBuilder Pressed/Released not working after calling Clear()
Remove VROverlay from update list if it's handle is 0, don't think the weakref was freeing fast enough
Map addon template
Stop menu sliding animating open
Add map addon as an option
Don't generate csproj for map addons
Update Steam file exclusion so some pngs from base addon end up in steam build - fixes missing ui / asset files
Don't add null RnMesh or RnHull to physics body desc
Extra asset import ignores
Fixed assets not available until restart when enabling addon
Update engine.fgd
security_light - lod0
Merge branch 'master' of sbox
Hammer: Allow changing of dota tile grid cell size instead of hardcoded 256
Add AnimEntity.SetAnimGraph to override animgraph
Reimplement push shape data to buffer
Flush data after encoding it rather than on frame start, header cleanup
Fix SlotNext, SlotPrev buttons not working on controllers
Updated Sandbox-Engine-Test.sln to include newer projects
Fixed class name collisions causing an exception in EventSystem on hotload
Add mouse icons for Input.GetGlyph instead of text
https://files.facepunch.com/matt/1b1711b1/sbox_BvBA1fyVuJ.png
Fix glyphs for analog inputs not working
Regulate thumbnail cache location
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
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.
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.
Make [Net, Change] work with entities and remove obsolete [OnChangedCallback]
Addon selection in asset browser now saves/restores on addon change
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
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
Give base addons proper schemas so they don't get auto-upgraded and stomp SharedAssets.
Set SharedAssets to empty on base, citizen, rust addons - stops them being downloaded over multiplayer
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
Fix pixelate falloff for post processing
Assert client for creation of StandardPostProcess
Updated func_precipitation to allow TimeScale via input
Introduce Particles.TimeScale to change the simulation speed for each particle system
https://files.facepunch.com/ognik/1b1711b1/2022-01-01_06-25-d7fea9ba-9834-446d-b0f7-aaf2b0a8d913-bTsQ7KeY.mp4
Updated func_precipitation to include inputs for Start/Stop (with Fade time), Freeze/UnFreeze and Set Density
Work in progress Snow precipitation particles
Force particle update on changing draw state
If we're reading a text file and it's 0 length, set buffer to an empty string instead of leaving it null
Should fix https://sentry.io/share/issue/93c85098febf49b998112d254516202e/
Add Particle.Simulating and Particle.EnableDrawing
Allow the usage of freezing or hiding particles
Initial pass on simplifying mod resolve logic in asset system
Map compiler add special search path when compiling, to be able to resolve shit
I don't like how we use the TEMP folder for compiling maps, lets do all that in the .source2 folder instead
VPK compiling path resolution fixes
Add GetTemporaryFolder(), use that where appropriate instead of repeating logic everywhere
Put _vrad3 in the .source2 folder too
Remove debug
Cleaned now unneeded param from SplitFullPath
Merge branch 'asset-path-lookups'
Put _vrad3 in the .source2 folder too
Remove debug
Cleaned now unneeded param from SplitFullPath
Fix documentation warning
Add GetTemporaryFolder(), use that where appropriate instead of repeating logic everywhere
Change Event.Frame to Event.Screen.SizeChanged for standard post processing
Document standard post processing settings
Add "Falloff" post processing effect. `PostProcess.Get<StandardPostProcess>().Falloff`
The falloff post processing effect lets you create a distance based falloff on all the existing post processing effects. This lets you create effects such as "keeping the background black and white whilst keeping everything close to the player in color"
https://files.facepunch.com/ognik/1b1611b1/2022-01-19_07-16-4777c436-c23f-4ee5-b462-d1fce508a2c5-WH9GCPBk.jpg
Add SetupPhysicsFromOrientedCapsule
Moved and Renamed Precipitation Particles also added tint CP
Added Tint option to Precipitation + Organised
func_precipitation: Add density property with precipitation_density scale convar
Added density CP3 to rain