22,460 Commits over 1,614 Days - 0.58cph!
ResourceTypeAttribute vsnap
Delete breakable_door_model node
Delete Model.GetBreakParicle
write FGD structs for modeldoc only once
FGDWriter can write ModelBreakCommand to modeldoc fgd
Added Library.GetType( string )
Added Model.GetBreakCommands
Breakables class runs BreakCommands, added ModelBreakParticle break command
Cache break command data
Match JSONOptions between Breakables.ApplyBreakCommands and Model.GetData
IBreakCommand => IModelBreakCommand
Update FgdWriter.cs
FGDWriter better handles nullables
DefaultValue generator handles int/float nullables
Merge branch 'master' into modelbreakcommand
ModelDoc does not write GenericGameData fields that are at default value
This is to make nullables in C# modeldoc structs happen
Use nullable ints in ModelBreakParticle command
Update base_modeldata.fgd
Merge pull request #91 from Facepunch/modelbreakcommand
ModelBreakCommand for FGDWriter
fix build log discord post on long message commits
Update TopTen.RichTextKit.dll - fixes text effects rendered on whitespace
Ensure resident model resources get added to the manifest, fixes error models from missing resources in manifest.
This would specifically happen if a server starts a game / map a second time, the resources would remain resident,
so when a client does their initial join these models are missing from the manifest resulting in an error.
If the client had previously joined on the first time their resources would already be resident and not error.
Simplest way to do it, rather then change (and slow down) how the rest of the resource system works.
If a resource we try to preload returns an error handle, don't keep the handle alive. Map resources specifically will become valid and load automatically after this.
Citizen/animgraph: must have been airborne for 150ms or longer for landing anim to be playable
Try to keep lobby around after changelevel
Give RangedFloat an implicit float initializer operator
Temporarily fix "Duplicate FGD class" popup/asserts by not writing light entities
Recompile all surface assets
FGDWriter supports System.ComponentModel.DefaultValueAttribute
Restore missing descriptions/defaults for surface and soundevent assets
Make vignette color customizable
Metal Beam Tileset with 3 sizes
https://files.facepunch.com/louie/1b1511b1/sbox_glOI9xtxIz.png
Make sure floats are quoted in .fgds
Remove base classes from engine.fgd
Give Particles class a description
Update base.fgd/sound.asset
Color overlay with additive, multiply and mix blending
Update base_modeldata.fgd
Add Sandbox.Client.dll, remove LoopEvent
Use nullable ints in ModelBreakParticle command
ModelDoc does not write GenericGameData fields that are at default value
This is to make nullables in C# modeldoc structs happen
Example post processing shader
Lens distortion
Keep vignette on top of the lens distortion
Saturation, cleanup attributes
Pass color/depth buffer to managed post process instead of requesting a copy
Initial work for standard post process shader
Grain
Vignette
Chromatic Aberration
Tool addon solution generator
Tool addons hotload, reference Sandbox.Tools
Refactor events into Sandbox.Events
Beef out tools dll, started tools addons, moved toolsmode folder cleanup to managed (fix startup taking ages)
Move HotloadManager to a class so it can be used by tools.dll
Add thickness property to voxel surface
Move glass to Entity/Experimental
Add voxel surface experimental entity
Revert "Custom constbuffer support for shaders"
This reverts commit 17c1b5689e2821b675006eb83a7a0f5c171806e3.
iterate on water, add shared hull code, fix tesselation, caustics, splash, needs a massive cleanup before shipping
QGraphicsView bind
GraphicsItem binds
Interop: fix class pointer casting being the wrong way around (!!!)
ProxyWidget
Time.Sound, Time.SoundDelta
Merge pull request #103 from Facepunch/audio-time
Time.Sound, Time.SoundDelta
Time.Sound, Time.SoundDelta
Precise audio timing
AudioState.HostTime
AudioState.FrameTime
AudioState.PlatformTime
AudioState.GameTimeOffset
AudioState.RealTimeOffset
Match type in tool bindings
Added Sound.Elapsed & Sound.Finished
Delete shards next server tick instead of async
Allow explosions to damage glass
Add summaries to glass properties
Add option for glass to be in a frame or not
Fix glass not spawning at correct location when pivot point is offset
Animgraph: Fix grid snapping when resizing nodes
ModelDoc: Import model helper imports meshes with _hull as physics hull, _col and _phys uses physics mesh