22,418 Commits over 1,614 Days - 0.58cph!
Strip all the vmpi stuff out of vrad2
Complain better when CBakeResourceHelper fails to compile something
Fix editor window coming to front when a widget was created with no parent (!!)
Remove unused NetworkClient.Connect
func_monitor material shouldn't be using base.vfx shader
Refactor and cleanup all core shaders, remove all warnings from core shaders
Update shader objects, remove example shader objects
Renamed OnConnect to ShouldConnect
Gutted out network filter system in favor of controlling incoming connections in C#.
Commands removed: `banid, banip, removeip, writeid, writeip, listip, removeip, sv_filterban, sv_banid_enabled, sv_banid_dev_enabled, sv_logbans`.
Added `bool Game.OnConnect( long playerId );`, returning false here will reject the incoming connection before the client entity is created.
Allow CompileTargets to be optional, no reason to include this in every shader all the time
Add TypeDescription.Methods, TypeDescription.Properties
Reset analog inputs to default when UsingController is 0 in the usercmd - fixes Facepunch/sbox-issues#2238
AddonCreator: normalize paths, don't allow creation in a folder full of other folders either you're very likely fucking up then
Open in code editor button for tools addons - resolves Facepunch/sbox-issues#2226
Make the "from asset.party" addon downloader auto-select the path a bit better - fixes Facepunch/sbox-issues#2233
Fix entity tags not adding
Fix collision tags not updating on the client
Catch HttpRequestException when loading an image
Retain SCENEOBJECTFLAG_HIDEINFIRSTPERSON flag
Fix MaterialOverride not working consistently + strip a bunch of unused code
Don't reapply material overrides unless they changed
UI sounds support position, pan relative to screen position
TypeLibrary.DynamicAssemblyHash doesn't need to be exposed
Fix Volume/Pitch not working on UI sounds
Add TypeDescription.Interfaces (Fixes sbox-issues/issues/2237)
Add Voice.Level for local voice level (otherwise we'd have to loopback and wait for our own voice to play)
Animate VoiceSpeaker UI using Voice.Level https://files.facepunch.com/layla/1b2711b1/sbox_0059.mp4
Ability to control Morphs from C#
Added MorphCollection pattern
Impl SceneObjectMorphCollection
Impl SceneObjectMorphCollection
Add TypeDescription.CreateGeneric
Fix warnings on water
Fix typo
Shader objects for water
Add TypeDescription.IsClass
Add TypeDescription.IsGenericType, TypeDescription.GenericArguments
Document MemberDescription
Fill out MethodDescription
Add TypeDescription.Create<T>( args )
Obsolete TypeLibrary.GetType*
Whitelist some reflection members
Lock down Type, MemberInfo, PropertyInfo, MethodInfo more
Pdb is embedded in the dll, so we don't need to drag around another file
Removing no longer needed
Don't compile pdb's
Load Embedded Pdb
Added MorphCollection pattern
Fixed sbox-issues/issues/2230
Refactor Decal libraries
- Added `Sandbox.Decal`
- Obsoleted `Sandbox.DecalSystem`
Ability to control Morphs from C#
Upload localization files when publishing addon
SuspendUpdates now hides the widget temporarily - since qt's enableUpdates doesn't do jack shit
Layout.Clear() hides widgets before deleting (since the delete is deferred)
Remove useless features from shader api
Another baseplayer cleaning pass
Faceposer: Disable loading and saving of tool settings for now because most people probably have old settings
Add back face poser with some minor UI cleanup so we can start to fix it up
Grit box
Merge branch 'master' of sbox
Keep internal _repback__ fields private
A bunch of documentation
Add EndGameAsync and improve some documentation
Add GameServices.UpdateLeaderboard (replaces SubmitScore)
Fix shader features not parsing properly if added right after an include
Citizen: new skinning pass (torso, pelvis, kneecaps, elbows)
Improvements around the pelvis-to-legs, pelvis-to-spine, and spine-to-neck areas. General softening of the torso. Slight topology changes around the kneecap and elbow helpers to improve volume retention further. (LOD0 only for now.)
Don't predict sound event guid when starting sounds, on the client guid is always zero so this can't be predicted.
Add summary to PhysicsBody.BodyType explaining that a body that is networked and dynamic will be keyframed on the client
Add back Sound.FromScreen