branchsbox/mastercancel

13,481 Commits over 1,522 Days - 0.37cph!

3 Years Ago
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
3 Years Ago
Truncate position of user clip planes
3 Years Ago
Hammer: Initial support for model paths https://files.facepunch.com/layla/1b1811b1/sbox_TjQ5dE5Xwz.png
3 Years Ago
Length.ToString Treeview/node selection callbacks TreeView.ShowHeader property Add Utility.Inspect( object ) Open panel in inspector when selected in panel list
3 Years Ago
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
3 Years Ago
Panel tree mimicking old one Move TreeNode to its own file
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Fix disabled menu options looking exactly the same as non disabled
3 Years Ago
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
3 Years Ago
Fix crashes
3 Years Ago
Improved Core basic impact particles
3 Years Ago
Added DoorEntity.OnDamaged Merge branch 'master' of sbox
3 Years Ago
Fix button calling OnClicked twice
3 Years Ago
Adjusted glass surface, added glass.shard and glass.pane surfaces & use those for shatterglass Try to reduce spinning of large shatter glass pieces
3 Years Ago
InteropGen: fixed static functions not generating properly Make all the tool windows consistent with the editor
3 Years Ago
Purge all CPhysicsShape of a body, not just CRnShape so our physics shape handles become invalidated properly
3 Years Ago
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
3 Years Ago
Don't throw exception when adding null mesh to modelbuilder, we only care about warning valid meshes with no vertex buffer
3 Years Ago
Same deal for hull shapes
3 Years Ago
Allow mesh physics shapes to be created from either lists or spans
3 Years Ago
Add PhysicsBody.RemoveShapes Add PhysicsShape.IsValid() extension Add PhysicsShape.UpdateMesh for mesh shapes
3 Years Ago
fix exception in planar reflection
3 Years Ago
Throw exception in modelbuilder when trying to add an invalid mesh
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Swapped bevel key binds around. Alt + F now is for the new Bevel tool.
3 Years Ago
Fixed window missing a ton of events Add Layout method Add Widget.Parent Add Button.IsToggle, Button.IsChecked Experimental fullscreen button Style tweaks
3 Years Ago
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
3 Years Ago
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]
3 Years Ago
Hammer: backport bevel tool from dota tools https://files.facepunch.com/layla/1b1411b1/sbox_VMx7ll0cC9.png
3 Years Ago
Treeview tweaks so editing names in Hammer are legible Asset pane icons Added Checkbox, renamed PushButton to Button
3 Years Ago
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
3 Years Ago
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)
3 Years Ago
Fix crash with null icons Enum editor Shooting glass doesn't make smoke
3 Years Ago
LineEdit supports cookie based history Console Input has history
3 Years Ago
Security shutter - adjusted painted roughness
3 Years Ago
Made ComboBox awesome ComboBox can have a cookie Resolution/Aspect picker for engineview
3 Years Ago
Fix bottled liquid rendering
3 Years Ago
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
3 Years Ago
Fix Water shader not appearing correctly in tools CalculateWorldSpacePositionMultiview is a shared function now
3 Years Ago
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
3 Years Ago
Backport engine fix for debug scratch rendertargets running out
3 Years Ago
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
3 Years Ago
Add implicit conversions for joints
3 Years Ago
updated construct material/ prefabs Merge branch 'master' of sbox
3 Years Ago
Fix TestWindow parse Fix toolbar had no name Don't restore geometry
3 Years Ago
Added Restore Default Layout Add Window.Save/RestoreState, Widget.Save/RestoreGeometry - restore default editor layout via that instead
3 Years Ago
Game window is a tab, tabs at the top, tabs can be nested Can re-open windows in editor if you closed them
3 Years Ago
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