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17,268 Commits over 1,338 Days - 0.54cph!

8 Months Ago
Project generation supports excluding folders
8 Months Ago
Move from Sandbox.Game into Sandbox.UI: anim, data, input, panel, parser, razor, render, styles, util, yoga wrapper
8 Months Ago
Only try Convert.ChangeType if value implements IConvertible
8 Months Ago
Add EditorFolders test
8 Months Ago
SceneCamera.ViewportRect to Rect Lets use the flags for ClearFlags, it's gonna be cleaner in the UI
8 Months Ago
Prefab editor 2 (#1262) Cleans up prefab editor. Makes it possible to make prefabs without using the entity system.
8 Months Ago
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8 Months Ago
Update tool.minimal
8 Months Ago
Validate constructors as part of AccessControl
8 Months Ago
Make m_SymLinks a CUtlMap Prioritize local files over downloaded (symlinked) files
8 Months Ago
Don't iterate the SceneCameras yet, we should iterate the Scene for Camera components when that's in
8 Months Ago
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8 Months Ago
Experiments with layering cameras and multiple viewports Don't recycle depth from aoproxies for dynamic reflections, loses a fast depth prepass but focus on correctness first Fix hi-z depth chain with offsetted viewports SceneCamera.Enabled, WeakRef in Directory, ClearFlags -> bools
8 Months Ago
Editor: set gamemode to CurrentGame, loading map manually / from hammer should use active game
8 Months Ago
Editor: Add Min/MaxLength to ProjectConfig.Title to match asset manifest spec Editor: Add Project.Config.Title to review wizard
8 Months Ago
Editor: check for validation attributes on review wizard page, can't continue if it fails
8 Months Ago
Nicer component selection, categories, icons
8 Months Ago
Allow no root object, root object dictates entity or gameobject workflow
8 Months Ago
Updated trace solver from valve
8 Months Ago
Move to Tier1, remove Raster and just use Texture
8 Months Ago
Sandbox.UI Abstract Sandbox.UI input, move over RootPanel, data classes, IPanel Move BaseStyles into Sandbox.UI Fix flawed equality logic
8 Months Ago
Fix alignment
8 Months Ago
Add PhysicsBody.GameObject (for non entity) Cleanup editor ui
8 Months Ago
QHammerMainWnd is a managed DockWindow, start moving Hammer dock widgets over to DockManager Everything in hammer is added through managed DockManager Asset browser doesn't need to be made from native, use [Dock] DockManager manages View toolbars menu, delete all native for it Dock widgets dont need to be QDockWidget anymore Use StateCookie to save Hammer layout, add a default layout
8 Months Ago
Added Tags to Surface (HasTag, HasAnyTag, HasAllTags - define tags in resource) Remove ClientEntity.HasPermission (unused)
8 Months Ago
Fix up editor for entity workflow
8 Months Ago
Shadergraph: Save prompt when closing with unsaved changes
8 Months Ago
Remove global light usage (used in dota pipeline?)
8 Months Ago
Remove unused deferred_light files Delete sprite entities, mostly to get rid of the toolobject
8 Months Ago
Texture editor (#1259) Creates 2D textures and basic 2D sprite sheets to avoid having to write vtex and mks by hand
8 Months Ago
Load sheet data from vtex json Load from sheet data if we have more than 1 image Trim the bullshit from vtex json, we only care about 2D and sprite sheets for now Creating texture through context menu with multiple selected textures creates sheet Custom button drawing for list property so they don't look awful If we open editor with vtex with dmx encoding, just create empty texture file Property sheet target can now just be the texture file Only mark as modified if json has changed
8 Months Ago
Set known Game.Server fields when running Game.Menu.StartServerAsync (sboxgame/issues#3980)
8 Months Ago
Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel
8 Months Ago
Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling
8 Months Ago
Basic interpreter works
8 Months Ago
Make Hammer gizmo sceneworld get added to view again
8 Months Ago
Using abs here tries to use stdlib and it's not linked, use V_fabsf instead
8 Months Ago
Starting on the interpreter
8 Months Ago
Sizes passed to ImageRect.Calculate with Undefined unit will correctly use default size Default text overflow to "None", spec default is clip but ours behaves differently - this will do for now Give `line-height`, `letter-spacing` and `word-spacing` default values, no need to null check them Don't implicitly clamp backgrounds if background-size is `cover` Handle LengthUnit.Undefined gracefully, document
8 Months Ago
Remove links if types become invalid
8 Months Ago
Implement updating node parameters
8 Months Ago
Work on finding panels from delta, fixed not finding an initial focused panel
8 Months Ago
Add VerticalLayout, clean up layout system
8 Months Ago
Fix not loading entity prefabs
8 Months Ago
Fix editor FirstPersonCamera not obeying dpi scaling Cleaner selection
8 Months Ago
Noodling with nodes More noodling WIP blueprint node interface Fleshed out NodeType NodeType tweaks Input / output signal support in NodeType Blueprint<T> skeleton Some more example nodes Blueprint node graph modification methods MethodNodeType, refactoring Move blueprints to Sandbox.Engine Basic blueprint test setup Test refactoring, improving graph composition API Big refactor Renaming / reorganizing Some helper methods for adding nodes WIP dealing with dynamic node definitions For example Event nodes that have different output sockets
8 Months Ago
Add EntityPrefab.JsonValue (replaces Value, which is still there for backcompat) Add Json.ToNode, Json.FromNode Serialize/Deserialize [Property]'s on IPrefabComponent manually Changing prefab interface names
8 Months Ago
Call GetPixels() on backdrop filter props instead of getting Value directly, fixes percentage/fraction-based filters
8 Months Ago
Fix edge case for FindDeepestNodeContainingSpan
8 Months Ago
Ignore SourceLocationAttribute in ILHotload Fix edge case for FindDeepestNodeContainingSpan