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2,077 Commits over 273 Days - 0.32cph!

Today
Update game Merge branch 'master' of sbox Pass "-game" argument to resourcecompiler when building map
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Today
Add some tests for parsing :not()
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Today
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
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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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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Yesterday
Added ModelEntity.MaterialGroupCount to get the number of material groups the model has
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Yesterday
Added first set of morph targets to Citizen
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Yesterday
Added Surface.FindByName
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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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2 Days Ago
Fixed OnMouseOver and OnMouseOut not being invoked on panels
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2 Days Ago
Add PhysicsBody.AddMeshShape
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3 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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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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4 Days Ago
Submodule init and update
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4 Days Ago
Update ci.yml
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4 Days Ago
submodule test
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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.
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4 Days Ago
Add .lnk to .gitignore
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5 Days Ago
Updated blendshapetest model with full set of morphs/debug eye animation Small tweaks to citizen skin textures to account for the face moving
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5 Days Ago
Add sfm to the tools to rebuild after everything else
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5 Days Ago
Upper body compositing now switches between 3 different weightlists based on a variety of conditional checks This allows "action" animations (attacking, reloading) to properly fully take over the upper body, while simply running will let more of the underlying spine movement through, and being idle will let more of the idle noise through.
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5 Days Ago
Add ModelBuilder.WithSurface to set collision surface property
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5 Days Ago
Change ModelBuilder API so it uses a struct
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5 Days Ago
finished street lamp parts lodding and phys creation and setup All the various parts should now be fully lodded and physics shapes created Merge branch 'master' of sbox Fixes for Thai feedback on street lamps Still need to fix a couple of things, but adding in for safe keeping. Merge branch 'master' of sbox
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5 Days Ago
Change PhysicsBuilder to a class
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5 Days Ago
Meshes and physics meshes use signed indices because they're better to work with
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5 Days Ago
BaseWeapon.CanReload
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5 Days Ago
Added * operator for BBox to scale but on the right branch this time
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5 Days Ago
Add Mesh.Bounds setter (bbox)
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