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20,930 Commits over 1,522 Days - 0.57cph!

2 Years Ago
BaseItemWidget.Clear Hover state for BaseItemWidget items
2 Years Ago
Fix Rect blowing up the world when json serialized AssetBrowser uses new treeview
2 Years Ago
ceiling light - set to static fire exit - made static Merge branch 'master' of sbox
2 Years Ago
Allow BaseItemWidgets to take their selection dynamically from another source Treeview, expand path to object logic Changed Utility.Inspect to Utility.InspectObject Panel List uses new TreeView https://files.facepunch.com/garry/92708d08-2b8c-4506-9893-d030c102fb7b.png
2 Years Ago
Delete old tree, datamodel stuff Split some of ItemListWidget into BaseItemWidget Create TreeView.cs
2 Years Ago
Remove bullshit from soundevents_core
2 Years Ago
cctv globe - lod 0 Merge branch 'master' of sbox
2 Years Ago
Add lock abs transform scope guard when updating graphs to avoid IsValidToRecomputeTransformState assert
2 Years Ago
Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨
2 Years Ago
Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
2 Years Ago
Fixed 'Unhandled RPC' error on map cleanup with ParticleSystemEntity
2 Years Ago
Fixed PhysicsJoint.CreatePulley always returning null
2 Years Ago
Do Plat_ExitProcess so we don't hang, and will catch shutdown errors Add gpu info to crash logs
2 Years Ago
Remove MOVETYPE_* Most of the move types were unused. We want all the movement logic in c#, we don't really want c++ doing special things. So there are basically two move types - KeyFramed and Dynamic. We shouldn't need to explicitly define these. If the entity has a physics object and it's dynamic, then it's 2. If not then it's 1.
2 Years Ago
When sucking the transforms from physics objects to entities, also suck the velocity
2 Years Ago
Fixed not compiling in debug mode
2 Years Ago
Base reverb volume reduced drastically
2 Years Ago
remove groundlink.h
2 Years Ago
Re-enable PhysicsThinks because I don't have the bandwidth to figure out whether it's needed
2 Years Ago
Remove a ton of unused entity flags Unused portal code Remove groundlink Remove basemodel fadeout thinks
2 Years Ago
Tools.ComboBox.TrySelectNamed fires OnItemChanged() on success Fixes Launcher not doing anything until you reselect a game config
2 Years Ago
Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png
2 Years Ago
PhysicsEnabled works on client
2 Years Ago
Clean up physics debug draw, color static, keyframe, dynamic in different colours https://files.facepunch.com/garry/f91c71d9-336b-4c1a-b471-f9a5c7962627.jpg
2 Years Ago
delete IPhysicsPlayerController Delete IPhysicsShadowController, simplify
2 Years Ago
delete positionwatcher from vpc
2 Years Ago
Entity.Position no longer sets body positions There was a hack here.. when players respawned we obviously set their positions to the new spawnpoint. But then their keyframed physics hull would rush to that position (via ForceUpdateIfKeyframed).. which hit anything in its path. Snapping the position was the wrong move here imo, I will explore alternatives.
2 Years Ago
delete positionwatcher.h Got phys_debug_draw working again Remove unused
2 Years Ago
Move Sandbox.CodeEditor -> Tools.CodeEditor - this does mean we can't open the code editor in non tools mode but does that matter? Define CodeEditors in tool addons, add VSCode support Basic editor preferences window to specify preferred code editor and default project location https://files.facepunch.com/matt/1b1911b1/sbox_TaO9t1R3oN.png
2 Years Ago
Add Texture.GetPixels
2 Years Ago
Remove warning I left thinking it was dead code
2 Years Ago
advertising board - prefab with breakable glass advertising boards - lods Merge branch 'master' of sbox
2 Years Ago
Fixes and Adjustment to Jumpsuit Outfit + Colour Variation Fixes to the lowpoly, textures and skinning. Plus LODs have now been added as well as a blue coloured variation. https://files.facepunch.com/daniel/1b1811b1/slack_Vk0gTN69pu.jpg
2 Years Ago
Remove Tools.ListView
2 Years Ago
Move the error list from Sandbox.Tools to tools addon ErrorList keeps a static list of diagnostics for when the widget is hidden/shown as well as hotloading Use lovely new managed ItemListWidget instead of ListView for ErrorListView
2 Years Ago
delete vphysicsupdateai_t Completely remove movetype
2 Years Ago
Remove SOLID tag from prop gibs, add debris tag
2 Years Ago
delete MoveCollide_t
2 Years Ago
Restructure video setting accessing & add presets
2 Years Ago
Fix obsolete warnings
2 Years Ago
Update concrete materials to use concrete surface
2 Years Ago
Update carpet materials to use carpet surface
2 Years Ago
Fix physics timescale default
2 Years Ago
More StepSimulation
2 Years Ago
Fix tags set in Hammer not reaching the in game entities Fix console spam on map load with paths due to unfortunately named properties Merge branch 'master' of sbox
2 Years Ago
Fix physics timescale default wip
2 Years Ago
Remove view entity sound bias, always 12u in front without the pitch issues
2 Years Ago
PhysicsShape Add/Remove/HasTag methods take strings instead of uint Merge branch 'physicshape-tag-strings'
2 Years Ago
Rework Entity.OnPhysicsCollision API a bit, mainly adding all data for the other entity in a collision as well as the Surface and PostAngularVelocity of both Restore physicsgamesystem interop used for collision event
2 Years Ago
PhysicsShape Add/Remove/HasTag methods take strings instead of uint