22,418 Commits over 1,614 Days - 0.58cph!
Add Margin/Rect.Width/Height, obsolete lowercase variants
Consistency with other properties and classes
Cleaning up Rect struct
Added proper method descriptions
Obsoleted Rect.GetEdges, Rect.EdgeSize, use Margin struct
Removed Rect.Add( Vector3 ) (Vec2 overload works with Vec3, no addons broke)
Added Rect,Add( Vector2 )
Obsoleted all Expand/Contract overloads, use Shrink/Grow
Rework how asset browser thumbs are sized
Added Rect = Rect.Contain( size, align )
Added Pixmap.Size mimicking Rect.Size
Change ConVarName description
Some tidy up and add info explaining how they work and a warning that ConVar.Replicated is preferred
Build addons as part of ci/pull
Upload zip on ci
Get free dragging working from C# using the native stuff for it that does loads of shit. Tidy up lots of redundant parameters since we pass the CMapView now
Make static ToolRender class that uses the current CToolRenderContext - only called from Hammer MapView atm
Hook up some quick and dirty progress indicators for cloud models in hammer. Fair bit of shit code, but I want to get the flow good first
https://files.facepunch.com/matt/1b1711b1/sbox_baEO6vIdim.mp4
Fix CI complaining about Steam
Fix addons writing .vs folder in a random place
Zip up documentation assemblies
Run sbox-dev.exe -test on pull/ci
Allow optimizer to keep transition information
fixes path speed
Style tweak
Remove unused code
Updated to use NavigationView and add EditConVarPage
Added NavMesh.GetAdjancent to fetch adjacent areas
Closes sbox-issues/issues/2161
Left-hand scroll pane and add button for settings and tidy up
Added NavMesh.GetNavAreas()
Closes sbox-issues/issues/2180
Fix some small annoyances with move helper
Only grab the server's replicated convar if we're clientside
Merge branch 'master' into lobby-settings
Only grab the server's replicated convar if we're clientside
Process queue for SyncContext.MainThread in ManagedTools.RunFrame() - the frame is ran manually when QtDrag blocks, so lets make sure we can still do async tasks on the main thread
Now we can load cloud models whilst we're dragging them around
Add remote asset.party location to asset browser, fill it with model query
Add drag data to Package in AssetList: e.g package://matt.box
Add managed handler for Hammer map view drag drop events
ManifestMount from Sandbox.Game -> Sandbox.Engine
Bare bones dragging asset.party models into Hammer
https://files.facepunch.com/matt/1b0611b1/sbox_5qCyTB85LC.mp4
Tidy up map view drag/drop targets in C#, interop more MapDoc so we can create an empty model and asynchronously set it's asset from the package fetch.
There's still some messy code here, I think I need to figure out how to do handles for map nodes before this becomes a sprawling mess.
And the async method is getting blocked on the main thread once dragging.. but a background thread is going to crash it.
Paginate asset.party assets in browser so we see all of them
Make our package drag data in the format "https://asset.party/facepunch/boomerjumppad" we could easily extend this code to let you grab these assets straight from the website then
Delete dota healthbar SFM code that plagued the IToolService and ISource2Engine
tv aerial - lods
Animgraph: Do a fully copy of parameter properties
Fixed game window not being resizable when switching to windowed mode
Fixes #413
old window - texture tweaks
Merge branch 'master' of sbox
Always override loop settings, we don't care about loop settings in the wav file
Inherit collision attributes of first shape on a body when adding new ones dynamically
More robust warning cleanup for steam audio
bird spikes - lodded
Merge branch 'master' of sbox
Add visibility radius to path baking for SA
New Hair! - Mullet + Small Adjustments
https://files.facepunch.com/daniel/1b1611b1/Photoshop_FGMATlu9jl.jpg
New Scruffy Mullet Hair. + Adjustments to Hoodie textures and Sneaker skinning.
Animgraph: Only hide dock widgets that aren't floating when entering fullscreen mode
tv aerial - prefab and lods
Merge branch 'master' of sbox
Change how IsFromMap flag applies so it works in Entity.Spawn
Fixed obsolete warning
tv aerial - collision
Merge branch 'master' of sbox
Citizen/animgraph: updated attachments & small graph updates
Fixed replicated convars not saving the correct value
Fix material browser asset window crashing when selecting "show hidden assets"
Merge branch 'master' into lobby-settings
Fix material browser asset window crashing when selecting "show hidden assets"
Fixed replicated convars not saving the correct value
Citizen/animgraph: updated attachments & small graph updates
tv aerial - collision
Merge branch 'master' of sbox
Change how IsFromMap flag applies so it works in Entity.Spawn
Fixed obsolete warning
tv aerial - prefab and lods
Merge branch 'master' of sbox
Animgraph: Only hide dock widgets that aren't floating when entering fullscreen mode
New Hair! - Mullet + Small Adjustments
https://files.facepunch.com/daniel/1b1611b1/Photoshop_FGMATlu9jl.jpg
New Scruffy Mullet Hair. + Adjustments to Hoodie textures and Sneaker skinning.
Add visibility radius to path baking for SA
bird spikes - lodded
Merge branch 'master' of sbox
More robust warning cleanup for steam audio
Inherit collision attributes of first shape on a body when adding new ones dynamically
Always override loop settings, we don't care about loop settings in the wav file
old window - texture tweaks
Merge branch 'master' of sbox
Rename `AssemblyRegistation` to `AssemblyRegistration`
Added TrustedBinaryStream
* Required by AssemblyRegistation
* Only created by AccessControl
Fixed game window not being resizable when switching to windowed mode
Fixes #413
Animgraph: Do a fully copy of parameter properties
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Fixed signed underflow on number of envmaps, fixe perfomance on some maps
Backport cleaned physics interrface (sorry for rebuild times)
Duplicated animgraph params inherit name as well
compiled assets
Make generic gibs non solid to player
Add back Stop and Dispose to SoundStream but obsolete them, use Delete instead
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Change soundstream to use managed handles, should be safer and gives us a chance to call back to managed to feed in audio data