240,745 Commits over 3,867 Days - 2.59cph!
Removed debug output from FGDWriter
Make Hammer.EntityTool Attribute not inherited
Moved light_environment to engine.fgd (is now auto generated)
fade distances and range properties were not moved as they appear to do nothing and make no sense on that entity anyway.
Restore light_environment's description in Hammer
Restore and make obsolete PointLightEntity.LightCookie
delete unused murderer and bear_full prefabs
removed deleted scripts from a couple of prefabs
loadout background
colour tweaks to tutorial and stationscreen
fix button on tutorial screen
Merge branch 'ui' of sbox-hover into ui
merge conflict fixes
Added Hammer.SkipProperty attribute
Allows properties of parent classes to be hidden in the FGD
light_omni, light_ortho and light_spot are now auto generated into engine.fgd
Support vector2 types properly in fgd and tools
Added StationScreenView and support for loadout-view and weapon-view
loadout background
colour tweaks to tutorial and stationscreen
Texture and Rotation support for custom Hammer properties
Remove render.postprocess event attribute
Update buttons to use global styles
Rate limiting tweaks
Wait a full second before committing to fetching leaderboard entries
Always use cached local score for stage items in main menu
Stage item button prompt tweaks to avoid flicker !switch !release
Added LoadoutData to StationScreen for skinning
Added AppWindow
EventFilter
DockWidget
Prevent stack overflows in FGDWriter
Don't write read only properties, and don't write properties whose type is same as the parent class type
Vector2 can load from object in a JSON
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Deprecate render.postprocess, rework post processing to support layers, automatic ping pong buffers, Automatically clear stack
Passthrough/Copy texture shader
Update example post processing shader
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Fix prefab id on newly renamed HeavyScientist prefab.
Deleted ApexAIStorage folder I missed during Apex removal.
Renamed HeavyScientisAd to HeavyScientist
Delete old HeavyScientist prefab
Don't try and populate the loadout select list if we don't have a pawn yet
Renamed HumanNPCNew to HumanNPC,, ScientistNPCNew to ScientistNPC, updated references.
Codegen.
deleted the old and unused HumanBrain, HumanNPC, ScientistNPC stuff. Removed references.
Station Screen restructure
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merge from store_update_merge
Satellite dish - added lods for whole dish and rounded lod0 edge on dish
Base controller w/ dev hud
Dev map
Die when fall fast
Added model component to MLRS
Timed explosive / thrown weapon bone attachment not prefers the bone that belongs to the collider that was hit (rather than using the closest one in world space)
Add setting helper for standard post processing shader
Allow for more than
65565 single shader variations based on dynamic combos
merge from delete_htn2, removing everything Apex and HTN related.
Basic VROverlay in Sandbox.Menu with a render target texture of the menu UI - probably a shit place for it but can be moved easily.
https://files.facepunch.com/matt/1b1811b1/vrmonitor_A6tO3ufJP9.png
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap
Add internal managed code bindings for OpenVR interfaces to Sandbox.Engine
VROverlay class in managed with rendering props and render update loop
Fix reversed check in IsWaterlogged for vehicles that can't become waterlogged