13,512 Commits over 1,522 Days - 0.37cph!
ModelDoc: Added more info to "not in CONTENT folder" error message
Citizen/clothing: disabled jiggle on hard hat
PackageSelector: Re-added #local to local packages
Documented BaseItemWidget Actions, added ItemDeselected, ItemsSelectedTo
Remove AddonProperty, replaced usage with PackageSelectorProperty, added defaultSelection to PackageSelector, added placeholder UI to see current selection https://files.facepunch.com/devultj/1b2011b1/devenv_OUH7xVz5AK.mp4
Partial fix for audio breaking when sounds are played really far away
Menu: Open video settings navlink by default
Add Application.CursorPosition setter (used for locking cursor in tools)
Revert "Move ParticleAttachment to engine, this is something we'll need in tools, not just game"
This reverts commit 1c9df82ec6bb1371f321125a19b915be853016eb.
Add SceneParticles.SetControlPoint for rotation and transform
Move ParticleAttachment to engine, this is something we'll need in tools, not just game
PackageSelector uses Package.FindAsync Api
Added multi-select support to Hammer's Entity Tool selector https://files.facepunch.com/devultj/1b1911b1/sbox_6eFNVff4fk.mp4
Removed GameSelectorDialog, renamed AddonSelectorDialog to PackageSelector
Solves #621
Validate AddonSelectorDialog org thumb - we've got 3 panels doing the same thing here, I'll unify them in the next couple of days
Validate organization thumbnails for asset.party selectors
Add SetRemoteDestination to trigger_teleport
Fixed certain assets showing 2 icons in the browser
AssetType.PrefersIconForThumbnail is now set correctly
Remaining asset type/system docs
AssetSystem & GameData docs
Sort asset references in inspector by type and name
Makes it easier to see what's what. Also reduced vertical whitespace a bit.
Added confirmation popups for deletion of assets/projects
This also lets the user know what exactly will happen to the asset and project files upon removal/deletion.
fixed holes and added LODs to the telegraph pole
Fixed text panels not updating when string changed
Use TryGetMeta instead of being a nob
Merge branch 'master' of github.com:Facepunch/sbox
Menu is allowed to access engine convars - unfucks all the settings menus
Ensure custom selector properties are reset when new project is selected + fix for QWidget error if Update is called at end of async FetchPackages method but widget is no longer valid
Updated the Project Page to use game selectors for Game Support, Parent Game and Target Game instead of having to manually enter semi-colon separated values
ScenePortal docs
Entity bone methods throw on out of bounds input
Launcher: when adding local game config, append game ident with #local, fixes not loading into the correct games
Added PhysicsBody.SurfaceMaterial, deprecated SetSurface/GetDominantSurface
Obsolete Entity.IsFollowingEntity & FollowedEntity
Documentation & cleanups
Don't render game ui in VR, it showing was a regression from render hooks. We can revisit this if we end up doing a separate desktop view for VR games
Clear background image if setting to a missing/invalid image
Add Package.FindAsync (new api) replaces Package.Query
Only compile runtime local addons if they need compiling
Load runtime addon resources on activate (so sounds work etc)
Add active property to button
RenderHook works in VR as you'd expect without needing to do anything, passing the multiview instancing combo as expected ( doesn't fuck up through monitors either too )
Viewmodels can multiview instance, not really useful but less annoying in debug
vr: controllers linear velocity affected by VR.Scale too
Fix exception with "say" on dedicated servers
We only need to rebuild the panel's box if yoga or our parent position changed
Add checker for HasNewLayout
Don't try to cache null packages
Fix transitions causing recursive selector checks
Speed up HasClasses
Refactor Panel system so PreLayout only recurses when it really really needs to
Only call FinalLayout if we need to
https://files.facepunch.com/garry/8df37b66-e43c-4c46-9123-022f6888b7e7.png
Fix backwards compatibility
Revert "Sprite card compiled shader with fixes"
This reverts commit ed5cfdcc2bd94d525dc48e55373bad7f0889747f.
Fix typo on spritecard
Sprite card compiled shader with fixes
https://i.imgur.com/B1O3Eqc.png
tweak ad board to have the glass on the grid and reduce z-fight on LODs
adjusted bird_spikes size to be grid size+ LOD tweak
Fix tags not going to the datatable on client only entities, stopping collisions and traces working properly
Fix incorrect blending on spritecard, makes render scene test pass
Add GetName & Count to MorphCollection
Extra info for ModelEntity.SetMaterialOverride overlaods
vr: controller poses scale properly with VR.Scale now, so your hands are where you expect them
more crash fix for when m_pInterpolatedBoneTransformWeights is nullptr, missed checking the src
Hammer: Try to guess static overlay projection distance from scaling
Fix Panel.OnParametersSet getting called twice
vr: don't transform hand's angular velocity to anchored pose, it's not something you want or expect to be affected by it
Unfuck VR culling frustum which was causing scene objects to get rejected thinking they were only visible on 0.1% of the screen
Don't use localhost api - I knew I was gonna do this eventually
Switch to new find/get api endpoints
Launcher: first draft for selecting addons for game configurations https://files.facepunch.com/devultj/1b1611b1/sbox_pbcF7SRE4R.mp4