22,502 Commits over 1,614 Days - 0.58cph!
Add display name to ControlModeSettings.Keyboard
Use generated input tags in GameScreen/GameList
Add Input page to project settings, set up ControlModes meta
Update WarningBox to support one-line widgets
Could probably do this a better way
Allow created sound to be looped
Sound glue stubs
First pass at creating sound resource
Bind the create sound glue function
Add bullshit function to create sound resource from managed to test it
fix dodgy memcpy of sound data
Move create sound to Sound instead of SoundFile for now https://files.facepunch.com/layla/1b2411b1/sbox-dev_EXUbMAAhf6.mp4
AssetPicker explicitly plays sound files and sound events, these are normally handled w/ the inspector previews of them.
Remove CAnimSkeletonConstPtr typedef from physics interface (why was this here)
Add IAssetSystem::OpenPicker( IAssetType* type, IAssetPickerListener* pListener ) which opens our AssetPicker from tools addon
CQAttributeEditor_SoundPicker ( used in Hammer and probs other shit ) uses the managed AssetPicker, this is way easier to use, doesn't show duplicate entries and shows all sound events not just base ones.
Old: https://files.facepunch.com/matt/1b2311b1/sbox_yEIejKDxCd.png
New: https://files.facepunch.com/matt/1b2311b1/sbox_8xvDTdEb0c.png
Remove Get/Set HeightMap from physics world interface, nothing uses it
Remove CreateXConstraints from physics interface
Remove CVPhys2Spring, Remove CreateSpring and DestroySpring from physics interface
Add Audio/Mute for when you don't want sound at all https://files.facepunch.com/layla/1b2311b1/sbox-dev_rMbBnXxmZR.png
moving asset, updated skybox/textures
Animgraph: Revert parameter choice sorting to see if it fixes crash in steam build
Abandon frameless window ambitions, use a normal window but force dark mode on it
Addon creator will derive a path from the provided ident
Fix Widget.ConstrainToScreen()
Assetbrowser improvements
Widget debug overlay can be enabled with alt and pause/break
Fixed historylist trimming too many items when navigating from a previous position
Keep asset type filter control in sync with history
BaseItemWidget - only call ItemActivated if double clicking with the LEFT mouse button
Fix NRE
Right clicking an item selects it without events
Move hacky line edit syntax highlighting to its own class
https://files.facepunch.com/garry/ce4f0f77-d312-4275-8584-1cea5e56b24d.png
Add Widget.ContentMargins
Only include enabled addons in VSCode
Try to fix VSCode support by wrapping launch arguments in quotes
PathPlatformEntity moves smoother when switching nodes
TagEdit becomes TagPicker
Added ability to get the cursor & selection info on LineEdit
Horrible syntax highlighting code, will fix
Show asset counts on folders in asset browser list
Hide folders starting with .
Add TextEdit.Html
Folder context menu
Can set Widget.Layout directly, added Layout.Row(), Layout.Grid() etc
Add AssetType.All
Hack so Widget.IsPressed doesn't get stuck
Clean up GridLayout usage
Can Draw Pixmap with alpha
Asset type filter improvements
https://files.facepunch.com/garry/93252055-2617-4be4-9786-35aa2043397e.mp4
Account for sunlight when resampling
Fix tool.minimal template
Tool addons reference base tools addon
Added Friction property to Hinge and Slide constraints
Warning fixes
Add Rider as a code editor (thanks @peter-r-g), I didn't test it but it's just the same as the VSCode one with different regkeys so it should be fine, & clean up some duplicate code around code editors too
For default code editor pick VS > VS Code > anything that is installed
Fix touch events collision filter exclusion where it needed both entites to have touch events off
Fixes Facepunch/sbox-issues#2046
Allow mixed shadows to resample at a different ratio
Fixed mixed shadow resampler too
Move resampler to shadow cache
Initial fix for shadows not upsampling once downsampled
Add managed resource type for animation graphs
Allow HAnimationGraph to be networked. Set animgraph from managed using animgraph resource.
Fix animgraph returning junk resource name
Internal Model.Get return null for invalid IModel
Return animgraph of model if we haven't set an animgraph on the entity
CodeEditor out of Sandbox.Engine to tools addon, editors are implemented with ICodeEditor
Reimplement Visual Studio with ICodeEditor and use vswhere to get Visual Studio install with .NET installed more reliably
VSCode editor support - when active, solutions make a .code-workspace with the right omnisharp bullshit
Default code editor is Visual Studio, if that's not installed VSCode
Editor preferences window
Add Code Editor to Editor Preferences
Restore File / Open Solution
Add default addon location to editor preferences, default to `%UserProfile%/Documents/S&box Projects`
ErrorList.ReportCompilerDiagnostics should be static, this way we catch errors even if our widget isn't open
Return animgraph of model if we haven't set an animgraph on the entity
CodeEditor out of Sandbox.Engine to tools addon, editors are implemented with ICodeEditor
Reimplement Visual Studio with ICodeEditor and use vswhere to get Visual Studio install with .NET installed more reliably
VSCode editor support - when active, solutions make a .code-workspace with the right omnisharp bullshit
Default code editor is Visual Studio, if that's not installed VSCode
Editor preferences window
Add Code Editor to Editor Preferences
Restore File / Open Solution
Add default addon location to editor preferences, default to `%UserProfile%/Documents/S&box Projects`
ErrorList.ReportCompilerDiagnostics should be static, this way we catch errors even if our widget isn't open
Allow HAnimationGraph to be networked. Set animgraph from managed using animgraph resource.
Fix animgraph returning junk resource name
Internal Model.Get return null for invalid IModel
Add managed resource type for animation graphs
CCTV globe - LODS and gib and prefab
Merge branch 'master' of sbox
Show folders in assetlist if we're in folder mode
Rename ItemListWidget to ListView
Fix WidgetGallery names
Start cleanup