13,466 Commits over 1,522 Days - 0.37cph!
Fixed .vtex and .exr working their way into vpks on buildcubemaps
Added PropertyAttribute.DeclaringType
Make shadows update when they change, fixed color rendering
Add Panel.OnLayout (allows you to override the layout position programatically, affects children also)
Fix crash when passing a nullptr as a strong pointer to resource (sbox-issues/issues/529)
Rubikon: Null check mesh root node in mesh shape cast sphere
Rubikon: Check for null shape proxy when building proxy bounds. Could potentially fix access violation in CRnDynamicTree::GetBounds
Fix access violation in CQMaterialEditor::SaveMaterial
Category in PackageQuery
Property SetValue will try to convert to/from string
Merge branch 'master' of sbox
Fix CSoundEventManager::ProcessSoundEvent cocking up when vsnd_files is null or has no elements
Fixed creating entities in [Input]s throwing an error
Undone pixel snap stuff - it causes too many issues. Will find better way for smooth positioning world panels.
Vector2, Vector3, Angles, Rotation JsonSerialize roundtrip tests (and fixes)
Tweak defaults for video config, so tools starts in 1280x720 instead of 1024x768
Set D_SRGB_IMAGE to 1 when drawing multisampled scene to UI. Fixes color banding.
Particles.Create with entity param adds particle to that entity so they get cleaned up when the entity does
Some docs for entity functions, Added Entity.FindAllByName
Fixed [PanelEvent] methods not getting PanelEvent
[PanelEvent] that returns bool will set Propogation
Create DisplayMode.cs
Add RenderDeviceManager glue
RenderSettings class
Rename DisplayMode to VideoDisplayMode so it doesn't conflict with UI
HtmlNode GetAttributeValue chaged to GetAttribute, added GetAttributeFloat etc
if width/height are 0 or invalid - use desktop settings
If ChangeVideoMode to borderless, use desktop resolution
Don't stomp vsync mode in tools mode
Set parent before PostTemplateApplied
Added Panel.Descendants (gets all children and grandchildren etc)
Added RenderSettings.DisplayModes()
Set defaultres to 0 when borderless
Merge branch 'master' of sbox
Fix WithScreenMultiSample typo
Add ModelEntity.SetupPhysicsFromSphere
Render.DrawScene can now use any multisampling. Render.DrawScene throws some exceptions when textures are invalid, wrong image formats or multisampling mismatch.
RenderScene uses srgb color space when using no multisampling
Add UI.Scene.RenderOnce scene will only draw once when content size changes
Render scenes to render target
Fixed only recording first game's activity
Add PhysicsBody.Scale, PhysicsBody.Transform includes Scale
Properly support !self in map IO, Hammer included
Rubikon: Setting body scale also scales attached joints instead of PhysAggregate handling it
Pass current map and current game to the menu
Fix possible error when creating game
Merge branch 'master' of sbox
Hammer.Model now has descriptions for model/bodygroups
Delete Package.Query
Merge branch 'master' of sbox
DescriptionAttribute is auto applied to classes too
DescriptionAttribute is no longer inheritable
Added description to SetColor input in the AutoFGD
Check for DescriptionAttribute in classes for FGD autogen
Remove excessive whitespace in DescriptionAttribute's value
Attempt to reinitialize animgraph instance for managed CSceneAnimatableObject when model is hotloaded, fixes crash when hotloading citizen model
Fixed not being able to start a game that is installed locally
Add Texture.Invalid
Set background image to Texture.Invalid when "none"
Fill texture data
TextTransform should cascade
Materials.White becomes Texture.White
Support for box-shadow: none;
Merge branch 'master' of sbox
Far simpler approach to fetching and interfacing with particle system scene objects
Getting somewhere
Done properly and remove old attempt at wrapping IParticleCollection
Make SceneObject.All a read only list
Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld
Merge branch 'master' into particle-scene-obj
Merge branch 'master' into particle-scene-obj
Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
Fixed wrong order
Store SceneWorld in OnNativeInit
Merge pull request #19 from Facepunch/particle-scene-obj
Far simpler approach to fetching and interfacing with particle system…
Add OnBreak handler for all the other joints
Rubikon: Destroying a body with a joint will trigger an OnBreak for the joint
Add PhysicsJoint.OnBreak handler (only supported on springs until proven it works without issue)
Add Entity.RemoveAllDecals
Don't attempt to setup model again in skeleton instance activate if we already set the model previously, fixes a ghost scene object when setting proc model client side
Allow procedural models to be built without meshes (server may just want the collision)
Add ModelBuilder.AddBones
Support uint8 blend weights
Fix runtime mesh skinning
Vertex size mismatch with vertex layout ArgumentException includes the sizes
Forgot about this
Merge branch 'master' of sbox
Finalize modelbuilder properly
Add BlendIndices and BlendWeights vertex attribute type
Only delete children if they're client only