13,481 Commits over 1,522 Days - 0.37cph!
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WheelEvent has HasAlt, HasCtrl, HasShift
Ctrl wheel in asset list changes list type/icon size
Add "Everything" category
string.QuoteSafe takes a bool, if true the quotes are optional
DataNode sorts children on creation (fixes no children)
Make scrollbar more apparent (todo make qt scrollbars all hover type)
Added LocalAddon GetRootPath(), GetCodePath(), GetAssetsPath()
Fixed QuoteSafe not handling empty/null strings
Bind listview/treeview activated
Add TreeView.SetExpanded
Less abrasive qt errors/warnings
Get access to MRU assets from c#
Allow @ in QuoteSafe
Add DataNode.RemoveAllChildren
Add TreeView.Indentation
Asset Browser has filters etc
Allow menu tasks to persist between sessions
Remove anything marked as [Obsolete] 3+ months ago
Obsolete Entity.EyePos/Rot => Entity.EyePosition/Rotation
delete some legacy c++ concommands: god, say, give, etc. these didn't work anyway and if they should work they should be done in c#
reimplement cl_showpos in c# so it uses the pawn, remove cl_showfps (there's much better ways to see it now)
Fix compile error and strip Panorama stuff from the particle host
Remove more legacy player concommands and whatevers left of impulse
remove env_message
Create WithAnonymous for textures instead of passing it as a parameter to Texture Finish
Remove anonymous param from Texture Finish
Add constructor parameters for CreateCube & CreateArray
Remove WithMips for texture cube for the time being
Create Developer-GenerateSolutions.bat
Completely removed vscript from anim system
Update Developer-GenerateSolutions.bat
Few more script references in anim projects
Cleanup texture builders to reduce loads of code duplication
Bring Texture3d, TextureArray & TextureCube builders extra properties
Make Texture2DBuilder a struct
Merge pull request #168 from Facepunch/texture-builder
Cleanup texture builders to reduce loads of code duplication
Don't bother trying to compile 32 bit PCM so you don't damage your ears if you try
Allow foliage shader to be compiled again
Fix alpha testing for shaders
Fix base shader not compiling
Fix glass texture coords when breaking shards that have moved away from the panel
Allow breakable glass to use assigned UV mapping (requires map entity recompile)
Generic gibs are now based on the entity's physics material
Moved generic gibs and added break sound to Surface asset
Added PhysicsBody.GetDominantSurface, PhysicsShape.SurfaceMaterial and Surface.GetRandomGib
We're that sure that we don't need these files that I'm gonna completely delete them
Strip Lua,. LuaJIT, IModelProcessingScriptSystem, Squirrel
Attempt to fix Interop logger dying
Throw error if binds don't generate
Basic Managed Hammer: add menus from C# and auto reload fgds
* Basic Hammer interop, let tools addons add menu bar options with [Menu]
* FgdWriter tells Hammer to reload fgd automatically when written
* Hammer: Save & restore selection when reloading fgds instead of clearing it
[Net] codegen, use the ISymbol to get attributes instead of the syntax node so you can use the FQN and not have it silently do nothing
Fix access violation crash in NetWrite.SendRpc on invalid entities
Removing unsused vwatch, item_editor, etc
Hammer: Fix width and height labels on worldspace selection box
Removing unused workshoptools, workshopadmin, workshopmanager, workshoptoolutils
Interopgen - run in parallel
Fix broken unit tests
Refactoring tests into multiple projects
Add test step
Pull request ci
FPArms: fixed animations not playing in-game & minor skinning tweaks on the wrists
Fixes to studio light projector
Import phys hull by element and split the projector panes hulls
Added a material group
Studio light projector files
Hammer: Add support for world space box selection for 2d views https://files.facepunch.com/layla/1b0911b1/sbox_oC6MhRldDQ.png
Throw exception when trying to create a null particle system
Better than cryptic asserts
Slightly improve breakable commands code
Merge branch 'master' of sbox
security light - adjusted col shapes
Merge branch 'master' of sbox
Preserve child scene object local transform when setting parent transform
Fixed Asset Selector regression with compiled only assets
Fix hitches when entities crossing pvs due to entity list update
Remove special profiling stuff
Change how NoteGameLoopStage works, record Present time
Lobby.JoinGame remove [] wrapped steamid from connect
Fixed cursor position setting being wrong in editor mode
Fixed not being able to find shaders if addon isn't in addons folder
GameTask.RunInThreadAsync (#162)
* GameTask.RunInThreadAsync
* Whitelist System.ThreadStaticAttribute
Add sharp Stationary lights, rename Baked and Per Pixel sunlights to Static and Moveable
https://i.imgur.com/AVIUGLb.jpeg
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Rewrite sbox_glass with material api, get base shaders to use shared standard ps code, cleanup, fixes parsing bug to missing newline on features.hlsl, fix define on base shader code
Refactor glass, fix refraction
Merge branch 'shader-quick-refactor'
Add sharp Stationary lights, rename Baked and Per Pixel sunlights to Static and Moveable
https://i.imgur.com/AVIUGLb.jpeg
Refactor glass, fix refraction
Rewrite sbox_glass with material api, get base shaders to use shared standard ps code, cleanup, fixes parsing bug to missing newline on features.hlsl, fix define on base shader code
Asset Selector marks the form dirty when the text field changes, not just the asset instance
Added PNG Asset Type https://files.facepunch.com/louie/1b0711b1/sbox-dev_qWPeRzK1i5.png
Should solve sbox-issues/issues/1580
Asset Selector now outputs real file extensions, not the asset type file extensions
Security light - pivot point adjustment
Merge branch 'master' of sbox