13,481 Commits over 1,522 Days - 0.37cph!
Add CTRL modifiers for left & right caret adjustments on text entries
https://files.facepunch.com/ognik/1b1911b1/2021-12-18_14-17-a34ec0fc-abe7-492c-a465-54a671062333-4UFj4YgW.mp4
Truncate position of user clip planes
Hammer: Initial support for model paths https://files.facepunch.com/layla/1b1811b1/sbox_TjQ5dE5Xwz.png
Length.ToString
Treeview/node selection callbacks
TreeView.ShowHeader property
Add Utility.Inspect( object )
Open panel in inspector when selected in panel list
Roughness, Ambient Occlusion & Tint Mask now use a slider instead of color input for alternative input
https://files.facepunch.com/ognik/1b1811b1/2021-12-17_47-17-d2926c60-0519-49b7-bab6-67846f07181c-simbcN95.png
Panel tree mimicking old one
Move TreeNode to its own file
Mechanism to wait until tool addons are done compiling
Allow tools to get Root Panel list
Better exception when Sandbox.Reflection call fails
DockWidget gets widget events
OnVisibilityChanged events
Fix window not redrawing background properly
Added [Dock] attribute - allows creating new dock panels
Add PanelList dock
TreeView.Clear
Expose ReflectionNode
Fixed post processing in maps not working if PP stack is empty
- Minor optimization to reduce extra copy, we now only run post processing and copy if we have anything in our stack
- Fixed issue with render targets not updating to the new screen resolution for the standard postprocessing shader
Fix disabled menu options looking exactly the same as non disabled
Frameless window can be resized by hovering an edge
Fix white box to the top left of the window when maximized multi-monitor
Close/Maximize/Restore/Minimize buttons are full titlebar height like native win10
Can use tab to switch autocomplete/history items
Resize game frame on layout
Improved Core basic impact particles
Added DoorEntity.OnDamaged
Merge branch 'master' of sbox
Fix button calling OnClicked twice
Adjusted glass surface, added glass.shard and glass.pane surfaces & use those for shatterglass
Try to reduce spinning of large shatter glass pieces
InteropGen: fixed static functions not generating properly
Make all the tool windows consistent with the editor
Purge all CPhysicsShape of a body, not just CRnShape so our physics shape handles become invalidated properly
Multipass support for render targets and multipass dof
Hexagonal blur with controllable bokeh sides
Give DOF more Bokeh
Use fullres dof buffer
Fix edge aliasing
Full res CoC LUT
Switch to HDR target
Fix drawing with console open
Further improve CoC edge
Use an elipson for CoC edge, make CoC blur togglable
Remove debug printing
Make texture more explicit
Mange all render targets on C# side, use full HDR now
fucking fixed viewport offsets
Use true luminance for disc fill
Introduce screen resolution changed event
Merge pull request #125 from Facepunch/multipass-dof
Rework Depth of Field to have higher quality and multipass it
Don't throw exception when adding null mesh to modelbuilder, we only care about warning valid meshes with no vertex buffer
Same deal for hull shapes
Allow mesh physics shapes to be created from either lists or spans
Add PhysicsBody.RemoveShapes
Add PhysicsShape.IsValid() extension
Add PhysicsShape.UpdateMesh for mesh shapes
fix exception in planar reflection
Throw exception in modelbuilder when trying to add an invalid mesh
Manual scoping for lag compensation (#130)
* Manual control of starting and stopping lag compensation
* Change to start lag compensation automatically only before AttackPrimary and AttackSecondary on BaseWeapon (this is when we're most likely to want it if you're using base weapon)
* Have StartLagCompensation return IDisposable so it can optionally be used in a using block and finish automatically
* Entity.LagCompensation static IDisposable. Rename LagCompensation (bool) to EnableLagCompensation and update BaseWeapon + base Player
Remove Sandbox.Game from tool compiles
Added Option.Checkable, Option.Checked
Added ConsoleSystem to tools
MenuAttribute supports boolean property with check state toggle
Fix crazy menu check positioning
Disable combobox open animation
Add EntityIO menu option
Move DisplayInfo to Sandbox.System
ConVar data bind
EnumBox supports [Display] enums
Rename Widget.Layout() to Widget.DoLayout()
Add render mode enumbox
Swapped bevel key binds around.
Alt + F now is for the new Bevel tool.
Fixed window missing a ton of events
Add Layout method
Add Widget.Parent
Add Button.IsToggle, Button.IsChecked
Experimental fullscreen button
Style tweaks
parking barrier - split phys shape to allow for rigging
security shutter - adjusted painted normal to show through paint surface
satellite dish - rotated to make placing easier.
Merge branch 'master' of sbox
DataBinding for checkbox, enumbox
Add Widget.Enabled
Data bind automatically sets widget to !Enabled if read only
Don't try to set value if no setmethod
Allow attributes to have RegisterMethod, UnregisterMethod
Revise menu with abilty to add by path
Can add new menus options to editor using [Menu]
Can add new tool windows using [Tool]
Hammer: backport bevel tool from dota tools https://files.facepunch.com/layla/1b1411b1/sbox_VMx7ll0cC9.png
Treeview tweaks so editing names in Hammer are legible
Asset pane icons
Added Checkbox, renamed PushButton to Button
Parking barrier - adjusted nuts on the bar and fixed gaps on mesh issue: 115
Security shutter - added rivets in to colour mask
security shutter - removed extra unused skins
Merge branch 'master' of sbox
Merge branch 'master' of sbox
If we surpass MAX_ACTUAL_RENDERTARGETS don't try to allocate more, fixes buffer overflow crashes
(cherry picked from commit 124a7d351686733fe63d829c49ee65f18aec8359)
Double MAX_ACTUAL_RENDERTARGETS to 256, with people making their own tools 128 would easily get hit
(cherry picked from commit 08628fb0f855688c84909b976a2d3b3c3cd678da)
Fix crash with null icons
Enum editor
Shooting glass doesn't make smoke
LineEdit supports cookie based history
Console Input has history
Security shutter - adjusted painted roughness
Made ComboBox awesome
ComboBox can have a cookie
Resolution/Aspect picker for engineview
Fix bottled liquid rendering
Rename AppWindow to Window
Hide WindowFlags
DockArea/DockAreas flag cleanup, AppWindow renames
Cookies are a class on global namespace
Don't try to save cookies on server
Automatically save/restore editor window layout in cookie
OnResize, OnMove events
Scroll console to bottom on resize
Default SizeGrip to off on StatusBar
Manually control EngineView size so we don't lag the UI when resizing shit
Fix console spacing
Fix Water shader not appearing correctly in tools
CalculateWorldSpacePositionMultiview is a shared function now
Self illumination is now baked for all base materials(complex, generic, skin etc)
https://files.facepunch.com/ognik/1b1311b1/2021-12-20_12-55-bf0eef86-fb63-49a2-9054-c2540ffa85fb-NfnmDnva.png
Backport engine fix for debug scratch rendertargets running out
Support loading font files with SemiLight (350) or ExtraBlack (950) names
Fix NRE in stylesheet parser if an invalid file is requested
Parse floats properly in stylesheets with InvariantCulture
Add WaterSceneObject's PlanarReflection as a scene object child properly
Add implicit conversions for joints
updated construct material/ prefabs
Merge branch 'master' of sbox
Fix TestWindow parse
Fix toolbar had no name
Don't restore geometry
Added Restore Default Layout
Add Window.Save/RestoreState, Widget.Save/RestoreGeometry - restore default editor layout via that instead
Game window is a tab, tabs at the top, tabs can be nested
Can re-open windows in editor if you closed them
Allow "baked emission feature" to give material an unlit look in the base shader
https://files.facepunch.com/ognik/1b1211b1/2021-12-22_13-16-c10cc00f-487f-4fba-aa3a-903fa41477b8-Umsy7JwK.jpg