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2,232 Commits over 273 Days - 0.34cph!

4 Hours Ago
Update game Merge branch 'master' of sbox Pass "-game" argument to resourcecompiler when building map
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4 Hours Ago
Add some tests for parsing :not()
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5 Hours Ago
Fix possible NRE in ReflectionExtensions.HasBaseType Fix CSS parser not parsing ":not(:last-child)" properly
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Today
Don't allow addons to access Sandbox.Hotload Add Sandbox-Tools.sln
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Today
Don't replace /game/ with /content/ in our path, that's asking for trouble
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Today
Update sandbox.client.win64.vdf
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Today
Update ci.yml
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Today
Create game
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Today
remove game folder move gametest to game update game submodule to latest Delete stuff that is replaced at compile time Build workflow Update game Create .gitignore Update 4.Build-Retail-Native.bat Update game merge game submodule changes
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Today
Update game
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Today
Update 4.Build-Retail-Native.bat
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Today
Delete stuff that is replaced at compile time Build workflow Update game Create .gitignore
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Today
Added PropertyAttribute.FGDType and obsoleted PropertyAttribute.Help Added missing control point fields for info_particle_system A few small improvements to autogenerated FGD prop_door_rotating proper model selector info_particle_system proper particle selector and category func_button/snd_event_point proper sound selector
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Today
Make Hammer.SolidClass not inheritable, fixes prop_door_rotating being SolidClass
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Sam
Today
Set VrFidelityConfigName to core instead of hlvr Add wip CLightCookieManager, deprecate old light cookie methods Bind Set/GetLightCookie Add LightCookie property to spotlightentity Cleanup Iterating over lightcookies
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Today
update game submodule to latest
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Trigger facial animation when attacking
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Implemented "long idle" to the pistol branch If standing without 10 seconds without moving or performing actions, switches to a different sub-chain
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Today
Added Decals.Place overload for placing decals on the world. Removed client restriction on decals, the engine will send decals to clients when placed server-side by default
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Today
Added ModelEntity.MaterialGroupCount to get the number of material groups the model has
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Today
Added first set of morph targets to Citizen
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Yesterday
move gametest to game
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Yesterday
remove game folder
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Yesterday
Added Surface.FindByName
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Yesterday
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Yesterday
Make the UI test list scrollable
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Yesterday
Determine net folder from EXECUTABLE_PATH Defining game folder using -game works
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Yesterday
Fixed root motion values not being carried through the "procedural helper cleaner" node
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Yesterday
More big changes to the animgraph compositing structure Additive attacks, procedural hit reaction tweaks, proper pelvis delta compositing in which upper body motion doesn't get doubled up, fixed helper bones getting jittery, head look chain is now part of weapon branches, etc.
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Yesterday
Add AnimEntity.RootMotion
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Yesterday
Fixed OnMouseOver and OnMouseOut not being invoked on panels
comment1 Comment
2 Days Ago
Add PhysicsBody.AddMeshShape
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2 Days Ago
Converting menu to use template Support multiple [Library] attributes Add Library.GetAttributes<T> ( to get all attributes of type ) Add LibraryAttribute.Create<T>() PanelEvent changes Navigator playing UI Test nagivationable Nav href, highlight Template loading more error resistant Settings page shell PanelEvent system revamp Fixed MouseBack, MouseForward UI events not doing shit Navigator supports history back/forward Add Panel.OnHotloaded Call Panel.InitializeEvents on hotload, remove previously added events Update current link when switching tabs Stack based back/forward Navigator Variables GameScreen, GameCreate uses navigator Don't die if deleting panels creates errors Add local addons as packages Background Stuff Splitting GameLists Add a bunch of UI sounds Make playing sounds work in the menu Set Prediction.FirstTime to true on themenu Add Panel.PlaySound Add custom css properties 'sound-in' and 'sound-out' (play a sound when rule matches or stops matching) Navigator back/forward sounds Button hover/press sounds Group play buttons Don't navigate to the current URL Added [UseTemplate] attribute Switch stuff to use [UseTemplate] instead of SetTemplate( .. ) Fix stylesheets with more than 10 @imports triggering infinite loop detection Menu home screen work Refactored GameInfo out, using package instead Show previously created games on home screen Stylesheets adhere to css specificity rules PreviouslyCreatedGame on home Fix hotloading using older panel in PanelEvents QuickPlay works Can click exception warning to hide it Mouse back/forward buttons can't click things Don't show error's stack trace on devnotice Party placeholder IconPanel has the iconpanel class always applied Allow creating buttons with null text Create Party.cs Local.SteamId works in the menu Callbacks for lobby invites ClosePopups event Added special css property pixel-snap - 1 snaps to pixels, 0 allows subpixel Text doesn't have to be point filtered now Fix text wrapping being a pixel off now we're snapping Game Screen tweaks Fix not being able to play some local gamemodes Game slide under header Menu Changes: sbox-issues/discussions/374
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2 Days Ago
Fix not being able to play some local gamemodes Game slide under header
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3 Days Ago
Add ModelEntity.GetHitboxGroup
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3 Days Ago
Set vertex/index buffer data directly after creating buffer if data exists
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3 Days Ago
Revert "Make Vector2, Vector3, and Vector4 readonly structs" This reverts commit cf4a236a805c3590e8015b1f479d83457a0c03a8.
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3 Days Ago
Make Vector2, Vector3, and Vector4 readonly structs This will probably break some things Will be switching more soon
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3 Days Ago
Submodule init and update
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3 Days Ago
Update ci.yml
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3 Days Ago
submodule test
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3 Days Ago
Game Screen tweaks
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4 Days Ago
Add ModelBuilder.WithLodDistance
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4 Days Ago
ModelBuilder.AddMesh can optionally set a lod level
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4 Days Ago
Create new meshes through mesh ctor instead of a lame static mesh create func
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4 Days Ago
Added spawnflags and parent fields to FGD autogen
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4 Days Ago
Mark Input.CursorAim as Obsolete, use Input.Cursor (Ray) instead
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4 Days Ago
Added better support for Orthographic cameras, you can now correctly use Vector3.ToScreen in Orthographic, and added Input.CursorOrigin. You can use Input.CursorOrigin and Input.CursorAim to cast an orthographic ray. Input.CursorOrigin defaults to the camera position when not in Orthographic mode.
comment1 Comment
4 Days Ago
Fix text wrapping being a pixel off now we're snapping
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4 Days Ago
Don't show error's stack trace on devnotice Party placeholder IconPanel has the iconpanel class always applied Allow creating buttons with null text Create Party.cs Local.SteamId works in the menu Callbacks for lobby invites ClosePopups event Added special css property pixel-snap - 1 snaps to pixels, 0 allows subpixel Text doesn't have to be point filtered now
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