22,418 Commits over 1,614 Days - 0.58cph!
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }`
Move ManifestMount to Sandbox.Engine
Static ToolRender class uses the current CToolRenderContext context
Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously
Create a remote asset manifest within a map doc, save/load remote assets used within the map
Create a networked managed wrapper around g_pSoundOpSystem instead of using g_pSoundOpGameSystem
Some null checking in inline binds
Localization Basics (https://wiki.facepunch.com/sbox/localization)
Remove HasActive guard for value property on Slider as it prevents value change events when dragging the slider
Hide the entire map field in the lobby settings when Map Select mode is set to Hidden for a game. This fixes it just showing "Map" with nothing underneath in this mode.
Fix list add button sometimes missing
Fix PropertySheet warnings
Game Settings now support choices with a Value and a Name so that the actual ConVar value can be separated from how it is displayed in the dropdown box
Merge branch 'master' of github.com:Facepunch/sbox
Fix soundscapes still playing when they shouldn't
Delete dota healthbar SFM code that plagued the IToolService and ISource2Engine
Dock Error List in default layout
Validate valid game setting before loading from cookie
Defer setting values for replicated ConVars received from server info (#464)
* Defer setting values for replicated ConVars received from server info until the ConVars are added from the game client-side. This fixes connecting clients not having replicated ConVar values set correctly (because the ConVar doesn't exist at the time they receive them.)
* Set replicated ConVar values after AddConVar to avoid parent/child ConVar default value mis-match and ensure value is set client-side
* Simplify by just sending the initial replicated ConVar values message after the game assembly will have been loaded
* Fix case where value would be overriden by an old one
Ensure that the max players slider in the lobby settings is correctly positioned when initialized
Add world mapping as default to shader api
Add toolvis modes to shader api so it's actually visible in hammer
Fix toon shader not compiling & recompile
Recompile base shader so tool vis modes work on it
Fix Client.FetchGameRankAsync by passing an int into TaskSource, it seems like this int is never used although it may have once been, re-evaluate that later
Merge branch 'master' of github.com:Facepunch/sbox
Add global:: to EnsureSufficientExecutionStack statement
Unused Junk
Merge branch 'master' into localization
Add global:: to EnsureSufficientExecutionStack statement
Fix Client.FetchGameRankAsync by passing an int into TaskSource, it seems like this int is never used although it may have once been, re-evaluate that later
Merge branch 'master' of github.com:Facepunch/sbox
Some null checking in inline binds
Add world mapping as default to shader api
Add toolvis modes to shader api so it's actually visible in hammer
Fix toon shader not compiling & recompile
Recompile base shader so tool vis modes work on it
Create a networked managed wrapper around g_pSoundOpSystem instead of using g_pSoundOpGameSystem
Ensure that the max players slider in the lobby settings is correctly positioned when initialized
Defer setting values for replicated ConVars received from server info (#464)
* Defer setting values for replicated ConVars received from server info until the ConVars are added from the game client-side. This fixes connecting clients not having replicated ConVar values set correctly (because the ConVar doesn't exist at the time they receive them.)
* Set replicated ConVar values after AddConVar to avoid parent/child ConVar default value mis-match and ensure value is set client-side
* Simplify by just sending the initial replicated ConVar values message after the game assembly will have been loaded
* Fix case where value would be overriden by an old one
Validate valid game setting before loading from cookie
Fix case where value would be overriden by an old one
Delete dota healthbar SFM code that plagued the IToolService and ISource2Engine
Dock Error List in default layout
Fix soundscapes still playing when they shouldn't
Fix list add button sometimes missing
Fix PropertySheet warnings
Game Settings now support choices with a Value and a Name so that the actual ConVar value can be separated from how it is displayed in the dropdown box
Merge branch 'master' of github.com:Facepunch/sbox
Merge branch 'master' into fix-replicated-convars
Simplify by just sending the initial replicated ConVar values message after the game assembly will have been loaded
Game Settings now support choices with a Value and a Name so that the actual ConVar value can be separated from how it is displayed in the dropdown box
Merge branch 'master' of github.com:Facepunch/sbox
Fix list add button sometimes missing
Fix PropertySheet warnings
Client reloads localization files if one changes
Load localization files property in game
Refactor
Can get a list of languages
Add language selection to settings
Hide the entire map field in the lobby settings when Map Select mode is set to Hidden for a game. This fixes it just showing "Map" with nothing underneath in this mode.
Merge branch 'master' into fix-replicated-convars
Hide the entire map field in the lobby settings when Map Select mode is set to Hidden for a game. This fixes it just showing "Map" with nothing underneath in this mode.
Add Panel.LanguageChanged(), update labels when language changes
Strip out a bunch of unused language stuff from engine
Change cl_language to language, make it save
Menu localization tests
Set replicated ConVar values after AddConVar to avoid parent/child ConVar default value mis-match and ensure value is set client-side
Defer setting values for replicated ConVars received from server info until the ConVars are added from the game client-side. This fixes connecting clients not having replicated ConVar values set correctly (because the ConVar doesn't exist at the time they receive them.)
Remove HasActive guard for value property on Slider as it prevents value change events when dragging the slider
Fixed list rebuild taking ages
Fixed propertysheet bouncing about on change
Unfuck model compiling - oops sorry
Binding system supports deep properties
Fix Binding system bouncing when types differ
Sandbox.UI uses Sandbox.Bind, obsolete old bind system (mostly)
Delete in game ListInspector
Replace Panel.BindClass with Bind system
Add layout.Enabled
Simplify public bind api for this first run
Remove unused junk
StackOverflow catching (codegen)
Delete p4_quiet_edit.exe
Remove unused code
Delete audioparams_t
Remove unused m_fog
Remove a bunch of vtex_c files from citizen that don't have .generated on them
Modeldoc: Allow bones to be compiled even when there's no skinning data
SetLinearVelocity and SetAngularVelocity ignore unreasonable values, also warn the user about it - this was breaking the physics simulation
Animgraph: Set new parameter defaults for networked and predicted based on network settings. ServerAuthoritative: networked, not predicted. ClientPredicted: networked, predicted
Get rid of EFL_HAS_DYNAMIC_PHYSICS, add a network bool instead
Fix PointerEvents confusion (fixes sbox-issues/issues/2015)
Removed unused dev vmaps
Removed broken keyvalues from env and lighting vmaps
Disable embree testing, looks stable now
Use PhysicsHullFile for trashcan now we know tunneling issues were caused by suboptimal hull from PhysicsHullFromRender
Modeldoc: Change PhysicsHullFromRender default simplification algo to IFR instead of IVR, meant to give better results
Add Vector3.SmoothDamp
Add Rotation.SmoothDamp
Delete junk vtex_c files in industrial_strip_light and do a recompile of the materials
SetupPhysicsFromOBB computes orthographic areas and calculates mass, fixes some large custom models from destroying the physics engine
Don't copy transform animation data if we don't have any
Workaround for boneflag crash until we find the root