11,191 Commits over 1,308 Days - 0.36cph!
CSS Masks (#1040)
https://files.facepunch.com/alexguthrie/1b2211b1/sbox_fQKTQ4VNsj.mp4
ShaderGraph: Move graph serialization to it's own file
ShaderGraph: Refactor codegen to keep it self contained in the compiler
Adjustments to tactical vest
Plus small adjustments to the monobrow grey cap texture + a grey colour version of the slicked back hair
ShaderGraph: Give pastes an ident so people know what it is
ShaderGraph: Copy pastes now use a gzip with base64 to make them easier to paste to people
New Hair - Slicked Back Hair
Slicked Back Hair, plus brown and black versions. All colour variations coming ASAP.
https://files.facepunch.com/daniel/1b1911b1/slack_iSpCeKUd2p.jpg
New Hair - Old Curly Hair
Both full black and grey sides with black top hair colours available.
https://files.facepunch.com/daniel/1b1811b1/sbox-dev_xspEkBEWXO.jpg
https://files.facepunch.com/daniel/1b1811b1/sbox-dev_GRStyZnSg2.jpg
Adjustments to the fluff on the hair to come soon.
Add Asset.GetUnrecognizedReferencePaths() - returns a list of paths this asset references that can not be resolved (missing from disk)
Missing asset resolver when loading Hammer maps
If your map contains missing assets when you load your map
(after EditorReferences have been resolved), we will check if there are
matching assets on asset.party and prompt the user to install them.
We don't have to worry about updating EditorReferences here either,
as this is automatically done on save if any asset refs have a linked
package.
After the assets are installed the user will be prompted to reload the
map - this is needed to reload the missing assets.
https://files.facepunch.com/matt/1b1811b1/image%20%281%29.png
Fix error reporting not always sorting menu/tools errors properly
Add a group for hotload errors to make them discoverable
Add an exception scope for ilhotload exceptions to make them findable
Add "open menu screen" option for game projects
First person: deleted unused sequences
ShaderGraph: Refactor NodeResult
Allow underscores in parameter names
Refactor writing parameter options
Add bool IsAttribute to Parameter and Texture nodes
If true, `Attribute( "name" )` option will be added
Don't include UI options in generated code when using attributes (attributes don't show in the UI anyway)
Always allow mouse-related actions to "release" when UI pops up, but don't allow new presses. Matches keyboard behavior more closely. #1004
Modal popup cleanup
Start cleaning package information popup
Fix grab dragging not working unless the style was defined inline !
Package information popup cleanup
Fixed hair_longbrown_covered_test being able to be worn with other hair/hats
ShaderGraph: Fix vec2, vec3 and Color components compiling as constants
Simplify cubemap priority calculation
Leave lobby by pressing cross in navbar
Packagecard primary clicker is just the image
Leave game button
Package card pointer
ShaderGraph: Add object space position node (i.vPositionOs from vertex input)
Asset list: show padlock on local assets without source content (issues/2364)
Show time played on package tiles
Fix last update time not being timezone aware
Fix texture loading errors
Multiple asset browsers (#994)
Don't mouse wheel scroll if overflow-y not set to scroll
Add Box.Padding, Box.Border, Box.Margin
Include padding in panel's scroll size
Show more games in discovery
Constrain drag velocity to only scrollable axis
Only drag game tiles if clicked a game tile
Add RealTime.SmoothDelta
Make scrolling less jittery
Don't update hover state when dragging
Fix drag threshold not working
navbar cleanup
Assume an UAV texture written to lightcookie atlas should always be updated as well
Add overflow-x, overflow-y
Fix editing styles in editor not doing anything
Store textures pointers differently to avoid array out of bounds errors
Add Int/Long.KiloFormat()
Clean up Package.List so it doesn't return #local packages
Remove Menu.RenderOverlay
Use package list for front page instead of that fucking mess I made 6 months ago
First person: changed bindPose to have its height zeroed out (such that camera height = 0), like in the punching animation set
Move PanelEvents to their own files
MathX.Remap clamps by default, added unclamped version
Add Panel drag events, can scroll panels by mouse dragging
Let transmissive mask use tint color in complex shader
https://i.imgur.com/5lkQh7M.png
Allow scaling roughness on legacy shaders
Fix sequential fog transforms being fucked, fix fog contribution always being at minimum of 0.001, cleanup
New Outfit Piece - Labcoat
https://files.facepunch.com/daniel/1b1611b1/sbox-dev_FBRXux9sHV.jpg
LODs and skinning adjustments coming ASAP.
Add Widget.SizeHint virtual function
Paint.MeasureText, Paint.SetFont works outside of paint
Move BaseStyles to Engine.dll so it can be accessed by tools
Throw an exception if trying to send network messages in another thread
Fix WebSurface.Url not working (sorry!)
Failing test for #1007
Fixed stack overflow when searching for methods with certain parameter types
Fixes #1007
Fixed another InputActions NRE
Fix Gizmo.Draw.SolidCircle transforms
Fix InputActions NRE if ServerConfig hasn't loaded by the time ServerInformation is recv'd
Remove unused InfoPanel string table
Hide autocomplete on escape
Clean up autocomplete internals
Hammer: display download progress of cloud assets using gizmos
Can publish shaders & shader graphs
Consolidate convar bindings/remove unsued
Clean up console binds
Remove support ConCmd overloads
Don't allow managed convars to stomp native, or menu convars. Warn and ignore if creating convars with the same name.
Merge branch 'master' of sbox
Update ProjectConfig.Ident MaxLength (16 -> 32)
Hammer undos for sndscape and sound drops
Hammer: cloud materials don't stick to everything they've hovered, and can be undone now
Migrate usp over to sbox-assets to upload to asset party
History API for Hammer
Hammer: add undos for asset.party models & dragged entities
Restrict WebSurface to non-local http + https requests