12,680 Commits over 1,461 Days - 0.36cph!
Cleanup create material from image
Fix assert when closing saved material from image
Make sure current tool list item is active when ui is first created
Merge branch 'master' of sbox
Rust structure models
Fixed ModelDoc crashes (caused by having . in lod/mesh names)
Prop scale fixes
Chainfence tweak
Merge branch 'master' of sbox
Add CModelMesh::HasFacesInFaceGroup, should be quicker than FindFacesInFaceGroup
ModelDoc: Material group shouldn't show materials that aren't used (ie, aren't on a mesh)
Try to send entity RPCs only to players that have the entity in their PVS
Fix baked diffuse lights not appaering
Fix cascade shadows dissapearing with low FoV
Move SkyAtmosphere to it's own classlibrary
Move Form to Base
TextEntry blink slower
Fixed NetList not dirtying
GameScreen closer
Added Game.PostLevelLoaded
SetParent allows bone number < 0, treats it as no bone
Added Entity.Transform setter
Call PostSpawnGroupLoad from engine
Sounds
Update game names
Update dm_yard
Merge branch 'master' of sbox
Property Binding
Allow access to System.DateTime
Move text alignment logic to Label
Label.GetCaretRect works with text-align right
Label.GetLetterAt works properly with text-align: right
Added UITests for TextEntry and TextAlign
Devcam, hit hitboxes
Allow bigger blur
Instant Focus
Pipe DoF stuff to pipeline through Renderingworld
Trim a bunch of HLVR rendering code
DevCam autofocus and bind DoF to C#
Post process with DoF
Merge branch 'master' of sbox
Add dm_yard
default gamemode to sandbox
Debug list active games
Handle replicated vars a little bit differently if not in game
Game Screen work
Merge branch 'master' of sbox
Depth of Field
Refactor postprocess shader
Fix offsets being wrong when reading depth on a viewport
Fixed RPC codegen when using virtual/override
Tweak footstep sound events
Renamed FollowEntity to SetParent
Merge branch 'master' of sbox
Added SetParent overload which takes the bone id
DoF / Motion blur testing dots on testmap
Making HotloadResult Json friendly
Enable specular by default when creating material from image
If there's no valid suffix on texture name, just throw it into the color slot
Right clicking an image file in asset browser tries to create a material (needs cleaning up but works)
Add StringTable.Contains
Add FileWatch.OnChangedFile
AssetList automatically adds all .scss files
Renamed AssetList to NetworkAssetList
Merge branch 'master' of sbox
Don't accept drag action if there's no valid files
ModelDoc: Add support for fbx file drag and drop
ModelDoc: New bone "Do Not Discard" true by default
AssetBrowser: Refresh Thumbnails/Dump thumbnail are context aware (only allow it for assets that have thumbnails)
Use ClassInfo.Title for gamemode title in rich presence
Also provide gamename
Move DebugOverlay to Utility/
Don't add yourself to the friends list
DebugInfo on friends list
Remove debug
Fixed NRE when sending replicated vars with NULL values
Network the server's lobby
Merge branch 'master' of sbox
Create models for each modular vehicle part
pump shotgun
Network TimeSincePrimaryAttack,TimeSinceSecondaryAttack
Skin shader compiled objects
Move drone/modular vehicle into entities/, lowercase filenames
Added Camera.Deactivated
DevCamera adds devcamera class to HUD when activated
Hide HUD if devcamera class
Remember devcamera overlay status (per session)
Merge branch 'master' of sbox
ModelDoc: Attempt to offset bindpose by any import translation or alignment
Start porting modular vehicle assets
ModelDoc: Add origin alignment to RenderMeshFile (offset mesh to bounds min, max or center)
Add Distance to TraceResult
Car physics test
Fixed exception on spawn
rust_shotgun
attack anims, brass eject
pistol ejectbrass particles
Allow BaseCarriable a go at the PlayerAnimator (to choose holdtype etc)
Better worldmodel physics for pistol + smg
SMG viewmodel
Merge branch 'master' of sbox
Fixed skin transmission on viewmodel cascade and fixed seamless envmaps on skin transmission/two lobe specular
Merge branch 'master' of sbox
rust_smg source
Fixed all weapons being visible on equip
Weapons use bonemerge on parent
Added bones to pistol for bonemerge
Ignore this warning, it's now wrong
smg worldmodel setup
smg _rough textures
smg worldmodel finish
animgraph_editor to sbox_game
Added Always Evaluate node to state machine animgraph
Add System.Convert.ToInt32 to access
Update BaseCarriable.cs
Update pistol viewmodel anims
NetRead/NetWrite can try to handle unregistered NetworkClass
Create NetList.cs
Add IPlayerCamera, allow weapons to modify the camera
Fix warning
Update pistol animgraph