13,506 Commits over 1,522 Days - 0.37cph!
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
Only include enabled addons in VSCode
Try to fix VSCode support by wrapping launch arguments in quotes
PathPlatformEntity moves smoother when switching nodes
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
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
CCTV globe - LODS and gib and prefab
Merge branch 'master' of sbox
letter box - adjusted front for better snapping
wall letter box - updated prefab
Merge branch 'master' of sbox
ModelDoc: Attempt to reorder folders of clones properly
letter box - fix for grid scale
Merge branch 'master' of sbox
Update some auto recompiled assets
Fixed ButtonEntity linear movement direction when parented
Switch platform entities back to SetPos+SetVelocity movement
wall letter box - adjusted size to snap to grid
Merge branch 'master' of sbox
New TreeView - adds smooth scrolling, entity and panel list improvements
Add Release Mode option to compiler settings
Add "Copy Path" to asset inspector header menu
Use .addon for project templates
- Removed template.json.
- Use AddonConfig meta to show information in the addon creator dialog.
- Allows template creators to set up any information for their addon to be passed to newly created addons.
Remove non functioning ent_text and related commands
Add ent_text & restore ent_remove_all commands in C#
Fixed Pulley constraint not respecting break limits
Audio changes
* Remove view entity sound bias, always 12u in front without the pitch issues
* Update carpet materials to use carpet surface
* Update concrete materials to use concrete surface
* Base reverb volume reduced drastically
ceiling light - set to static
fire exit - made static
Merge branch 'master' of sbox
Remove bullshit from soundevents_core
cctv globe - lod 0
Merge branch 'master' of sbox
Add lock abs transform scope guard when updating graphs to avoid IsValidToRecomputeTransformState assert
Fixed 'Unhandled RPC' error on map cleanup with ParticleSystemEntity
Fixed PhysicsJoint.CreatePulley always returning null
Do Plat_ExitProcess so we don't hang, and will catch shutdown errors
Add gpu info to crash logs
Remove MOVETYPE_*
Most of the move types were unused. We want all the movement logic in c#, we don't really want c++ doing special things. So there are basically two move types - KeyFramed and Dynamic. We shouldn't need to explicitly define these. If the entity has a physics object and it's dynamic, then it's 2. If not then it's 1.
Tools.ComboBox.TrySelectNamed fires OnItemChanged() on success
Fixes Launcher not doing anything until you reselect a game config
Remove warning I left thinking it was dead code
advertising board - prefab with breakable glass
advertising boards - lods
Merge branch 'master' of sbox
Fixes and Adjustment to Jumpsuit Outfit + Colour Variation
Fixes to the lowpoly, textures and skinning. Plus LODs have now been added as well as a blue coloured variation.
https://files.facepunch.com/daniel/1b1811b1/slack_Vk0gTN69pu.jpg
Move the error list from Sandbox.Tools to tools addon
ErrorList keeps a static list of diagnostics for when the widget is hidden/shown as well as hotloading
Use lovely new managed ItemListWidget instead of ListView for ErrorListView