13,473 Commits over 1,522 Days - 0.37cph!
Don't create lobby, just null check
Better fix for duplicate leaderboard entries
Fix leaderboard showing duplicate entries when rapidly clicked
Fix NRE, create lobby if there isn't one when selecting a map
Give linebreaks an empty style to prevent shadows etc being rendered
Fix missing game lobby settings
Ready text
Buttons can have subtitles
Hack to make map selection less shit
Error Fixes
Fix surface.asset causing fgd parsing errors
Make Analyzers and references work with relative paths
Add BBox.FromPositionAndSize
Update to net6
vpc support for vs2022 🙄🔫
vs2022 fixes
New bat files
Custom constbuffer support for shaders
Sandbox.ConstantBuffer.Create
ConstantBuffer.Update
Render.Set Constbuffer variant
Compute.WithAttribute Constbuffer variant
Move car vmdl to rust addon for now so tools stop trying to recompile it
Filter out all kinds of damage except bullet and physics impact for now
Only generate shard model on client when there's a valid parent panel with a material set
Don't try to shatter if the shatter point is outside of the shard
Allow shatter on physics impact although the effect isn't as good as it can be yet
Glass thickness property instead of half thickness
Don';t delete shard if we didn't manage to shatter it
Only try to reset glass panel if it's broken
Add half thickness property to shatter glass, clamp to sane values
Add glass material property to shatter glass
Add entity network ident to list before calling spawn so that setting entity net vars works in spawn
Initial reimplementation of func_shatterglass https://files.facepunch.com/layla/1b1111b1/sbox_xf1v5teDcI.png
Allow RootPanel.Parent = null though
Throw if trying to set RootPanel.Parent
Fix a couple of NREs preventing -dedicated from working
Industrial light - large light for construct warehouse
Merge branch 'master' of sbox
Generate valid addon folder name in s&box.sln for linux
Switch sln & csproj generation to use relative paths
Optimization pass for shader when they're not dev shaders
MoveHelper: Nudge move trace endpos along normal by a small margin to avoid next movement thinking we started in solid, stops movement from getting stuck so often
Add Vector2.Distance and Vector2.DistanceBetween to stay consistent with Vector3
Don't let the engine mess with player movement when standing on a pusher
Added gradient circle additive effect material
Simple dev ladder tileset
https://files.facepunch.com/louie/1b0911b1/sbox_gtlRLpsAJC.png
Fix some incorrect SCSS parsing on UI tests
Added some helpful effect materials
Added Sticker overlays
https://files.facepunch.com/louie/1b0911b1/sbox_vEmU2PkVoN.png
Merge branch 'master' of sbox
Maintain CRLF line endings in FGDs + remove trailing whitespace
Update base.fgd
Added SCSS transform: skew, skewx, skewy
https://files.facepunch.com/ognik/1b1011b1/2021-11-00_53-21-7df47bce-2801-4ecc-8566-8593482305e5-qKyC3FrM.png
SetProperty fallback on [Property] attributes, fixes map entities not working from having their properties not set
M_PI2, M_INVPI, M_INV2PI & PolarCoordinates for proceedural.hlsl
Shotgun aim matrix attachment moved to bone in separate hierarchy + adjusted poses
Merge branch 'master' of sbox
shaders/common/proceedural.hlsl for useful shader funcs
Noise:
- FuzzyNoise
- ValueNoise
- Simplex2D
Masks:
- Checkerboard
- Circle
- Ellipse
- Square
- Rect
UV transform helpers
- TileUv
- OffsetUv
- TileAndOffsetUv
Generator error if you try to [Net] a static property
INetworkSerializer.Read: use ref of NetRead
NetWrite.Write don't try to blindly write ref or containing ref types
Fixed & Updated Lamppost prefabs with prefab controls
Fixed streetlight electronics missing material in model
Low wood fence tileset
https://files.facepunch.com/louie/1b0811b1/sbox_F6dd7AA7BQ.png
Metal fence panel tileset
https://files.facepunch.com/louie/1b0811b1/sbox_6ZqG5F5QKp.png