248,620 Commits over 3,928 Days - 2.64cph!
Updated animated neon sign icons + enable mipmaps on all
Move neon signs into the electrical category
Fix photo frames without a photo showing the photo from the previously opened photo frame with a photo
Cleaned up from IceWall prefab
Set :focus selector on focused element
Added OnKeyTyped
Focus element on click
TextBlock.GetCaretPos
Rect.ToString
Panel.HasFocus, HasActive, HasHovered
Focus on mouse down instead of click
On KeyCodeTyped convert to buttoncode before passing it to managed
Added Panel.OnButtonTyped( buttonname )
Fixed NRE in Panel.Switch
Added UI.Renderer generic DrawRect for caret rendering
TextEntry boilerplate
Merge branch 'master' of sbox
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increase aoproxy size for boxes a little bit
Add CompileShaders and AllowDynamicShaderCompile to MaterialSystem2 interfaces, add method to compile single shader
Add EShaderState
Implement EShaderState rather than just bValid and show uncompiled shaders on shader list, compile them when selected
Run ShaderCompile_CompileShaders method rather than the mat_compileshaders concommand
Fix bug where met would think dynamic shader compiler would be enabled by simply VfxDll being loaded
Implement ShaderCompile_CompileShaders() for a single string
Merge branch 'master' of sbox
Neon sign power consumption and crafting tweaks
Suppor border: none
If a length doesn't have px or %, assume px
Added style.BorderWidth, style.BorderColor
Add UI scaling
Merge branch 'master' of sbox
Update Microsoft.NET.Test.Sdk
Don't scale ui by default because it breaks all the tests 🤦🏻♂️
nuget updates
Merge branch 'master' of sbox
Solid weld proof of concept testing code
Add AO proxies to a bunch of Citizen props
Double the length of aoproxy distance calculation
Update the neon painting UI so the brush preview doesn't look super tiny after the texture resolution changes
Fix static neon signs spawning in unpowered when they're definitely powered
Fix being unable to clear signs other than neon (moved a func but didn't update the reference in this prefab)
Fix censorsigns not censoring the drawable part of the photo frames properly
Measure only main thread time when validating replays
sled sound distance tweaks
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Bind physics shape and shape cloning (collision merging)
Measure TotalProcessorTime when validating replays
Generate source mapping comments
Bake error message normalization
Updated Facepunch.ExpressionStrings !redux
Make all the neon sign animation speeds faster
Road network -> Road tunnel seam fixes
Reduce the resolution of neon signs (testing)
Addressing code review feedback
- implement ResetState
- update prefabs instead of upgrading in preprocess
Border radius, shadow shit
Road splines for new tunnels
StaticGroups can now be saved and read from bytes.
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Large neon sign RendererLOD, manifest
Fixed !redux script errors
Add medium animated neon sign
ProcessObject refactor
Leaner code gen where possible
Skip populating ActionList if baked / cached
BorderRadius from styles
Don't commit these
Large animated neon update + icon