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2,495 Commits over 303 Days - 0.34cph!

Today
Reduce activity time
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Today
Fixed only recording first game's activity
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Yesterday
Add PhysicsBody.Scale, PhysicsBody.Transform includes Scale
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Yesterday
Properly support !self in map IO, Hammer included
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Yesterday
Rubikon: Setting body scale also scales attached joints instead of PhysAggregate handling it
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Yesterday
Pass current map and current game to the menu
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Yesterday
Fix possible error when creating game Merge branch 'master' of sbox
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Yesterday
Hammer.Model now has descriptions for model/bodygroups
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Yesterday
Delete Package.Query Merge branch 'master' of sbox
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Yesterday
DescriptionAttribute is auto applied to classes too DescriptionAttribute is no longer inheritable Added description to SetColor input in the AutoFGD Check for DescriptionAttribute in classes for FGD autogen Remove excessive whitespace in DescriptionAttribute's value
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2 Days Ago
Attempt to reinitialize animgraph instance for managed CSceneAnimatableObject when model is hotloaded, fixes crash when hotloading citizen model
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2 Days Ago
Fixed not being able to start a game that is installed locally
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3 Days Ago
Add Texture.Invalid Set background image to Texture.Invalid when "none" Fill texture data TextTransform should cascade Materials.White becomes Texture.White Support for box-shadow: none; Merge branch 'master' of sbox
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3 Days Ago
Far simpler approach to fetching and interfacing with particle system scene objects Getting somewhere Done properly and remove old attempt at wrapping IParticleCollection Make SceneObject.All a read only list Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld Merge branch 'master' into particle-scene-obj Merge branch 'master' into particle-scene-obj Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds Fixed wrong order Store SceneWorld in OnNativeInit Merge pull request #19 from Facepunch/particle-scene-obj Far simpler approach to fetching and interfacing with particle system…
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3 Days Ago
Store SceneWorld in OnNativeInit
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3 Days Ago
Add OnBreak handler for all the other joints
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3 Days Ago
Rubikon: Destroying a body with a joint will trigger an OnBreak for the joint Add PhysicsJoint.OnBreak handler (only supported on springs until proven it works without issue)
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4 Days Ago
Add Entity.RemoveAllDecals
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4 Days Ago
Don't attempt to setup model again in skeleton instance activate if we already set the model previously, fixes a ghost scene object when setting proc model client side
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4 Days Ago
Allow procedural models to be built without meshes (server may just want the collision)
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4 Days Ago
Add ModelBuilder.AddBones
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4 Days Ago
Support uint8 blend weights
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4 Days Ago
Fixed wrong order
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4 Days Ago
Fix runtime mesh skinning
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4 Days Ago
Fixed BaseFileSystem adding renamed files twice to the changed list Fixes unwanted temp files from VStudio being added to the changed file list Hacky fix for Visual Studio not triggering recompile consistently Obsolete Hammer.RenderFields enableAlpha argument Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout Added AnimEntity.OnAnimEventGeneric (called as a result of AE_GENERIC_EVENT) Revert "Hacky fix for Visual Studio not triggering recompile consistently" This reverts commit 1ea321174b0384dbc0e39ae03b84809f4b986a9e. Destroy client side children on non client only entities Only delete children if they're client only Add BlendIndices and BlendWeights vertex attribute type Finalize modelbuilder properly Forgot about this Merge branch 'master' of sbox Add ModelBuilder.AddBone Vertex size mismatch with vertex layout ArgumentException includes the sizes Merge branch 'master' into particle-scene-obj Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
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5 Days Ago
Vertex size mismatch with vertex layout ArgumentException includes the sizes
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5 Days Ago
Add ModelBuilder.AddBone
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5 Days Ago
Forgot about this Merge branch 'master' of sbox
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5 Days Ago
Finalize modelbuilder properly
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5 Days Ago
Add BlendIndices and BlendWeights vertex attribute type
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5 Days Ago
Only delete children if they're client only
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5 Days Ago
Destroy client side children on non client only entities
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Sam
5 Days Ago
Read only Entity.All (#20) Fixed Layer error when panel width is 0 Special cache for textures loaded from web, so we don't keep downloading the same shit Package Query API Merge branch 'master' of sbox Update Sandbox.Engine.csproj Fixed BaseFileSystem adding renamed files twice to the changed list Fixes unwanted temp files from VStudio being added to the changed file list Hacky fix for Visual Studio not triggering recompile consistently Obsolete Hammer.RenderFields enableAlpha argument Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout Merge branch 'master' of sbox Queue and set light cookie only when texture is loaded Simplify and fix a lot of things on cookie system, set cookie when cookie value changes rather than on light creation, add persistant cookies Initialize blank slice on the CPU side Auto update cookies assigned to a rendertarget
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5 Days Ago
Revert "Hacky fix for Visual Studio not triggering recompile consistently" This reverts commit 1ea321174b0384dbc0e39ae03b84809f4b986a9e.
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5 Days Ago
Added AnimEntity.OnAnimEventGeneric (called as a result of AE_GENERIC_EVENT)
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6 Days Ago
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
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8 Days Ago
Obsolete Hammer.RenderFields enableAlpha argument
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8 Days Ago
Fixed BaseFileSystem adding renamed files twice to the changed list Fixes unwanted temp files from VStudio being added to the changed file list Hacky fix for Visual Studio not triggering recompile consistently
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8 Days Ago
Fixed asserts with Path Tool's Rope particle effect Makes node colors affect the rope ColorHsv Fixes Add ColorHsv.WithHue etc Property.SetValue tries to use implicit converter (although I don't think this does shit) Add Panel.ScreenPositionToPanelPosition( pos ), Panel.ScreenPositionToPanelDelta( pos ) Data Binding use PropertyAttribute.SetValue Merge branch 'master' of sbox Remove borders from box panel drawing routine Trace.Ignore can optionally ignore hierarchy or not Add [Property] to some of the panel properties Added LibraryMethodAttribute Fix exception in Color.TryParse Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that Panel derives from PropertyClass Fixed NRE in Property.SetValue Merge branch 'master' of sbox Fixed NetworkEntityList changed callback being called every time even when it isn't dirty Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32 Mesh.CreateBuffers can optionally calculate bounds for you Added Hammer.Path Merge branch 'master' of sbox Oops, actually make it calculate the bounds Add BBox.ToString Read only Entity.All (#20) Fixed Layer error when panel width is 0 Special cache for textures loaded from web, so we don't keep downloading the same shit Package Query API Merge branch 'master' of sbox Update Sandbox.Engine.csproj Merge branch 'master' into particle-scene-obj
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8 Days Ago
Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld
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Sam
8 Days Ago
Merge lightcookie stuff Rewrite fog TAA to not be muddy anymore, fix ugly banding on volumetrics, reenable fog TAA Lightcookie atlas on a compute shader Merge branch 'master' of sbox Fix dynamic shader reloading not working with engine shaders Clean up a lot of the lightcookie API, get it to render Lightcookie slice garbage collection New LightCookie api on lightdesc Stuff that used that old Lightcookie contract
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8 Days Ago
Update Sandbox.Engine.csproj
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8 Days Ago
Fixed Layer error when panel width is 0 Special cache for textures loaded from web, so we don't keep downloading the same shit Package Query API Merge branch 'master' of sbox
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8 Days Ago
Read only Entity.All (#20)
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10 Days Ago
Add BBox.ToString
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10 Days Ago
Oops, actually make it calculate the bounds
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10 Days Ago
Added Hammer.Path Merge branch 'master' of sbox
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10 Days Ago
Mesh.CreateBuffers can optionally calculate bounds for you
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10 Days Ago
Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32
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10 Days Ago
Fixed NetworkEntityList changed callback being called every time even when it isn't dirty
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