22,418 Commits over 1,614 Days - 0.58cph!
Allow mixed shadows to resample at a different ratio
Fixed mixed shadow resampler too
Move resampler to shadow cache
Initial fix for shadows not upsampling once downsampled
Add managed resource type for animation graphs
Allow HAnimationGraph to be networked. Set animgraph from managed using animgraph resource.
Fix animgraph returning junk resource name
Internal Model.Get return null for invalid IModel
Return animgraph of model if we haven't set an animgraph on the entity
CodeEditor out of Sandbox.Engine to tools addon, editors are implemented with ICodeEditor
Reimplement Visual Studio with ICodeEditor and use vswhere to get Visual Studio install with .NET installed more reliably
VSCode editor support - when active, solutions make a .code-workspace with the right omnisharp bullshit
Default code editor is Visual Studio, if that's not installed VSCode
Editor preferences window
Add Code Editor to Editor Preferences
Restore File / Open Solution
Add default addon location to editor preferences, default to `%UserProfile%/Documents/S&box Projects`
ErrorList.ReportCompilerDiagnostics should be static, this way we catch errors even if our widget isn't open
Return animgraph of model if we haven't set an animgraph on the entity
CodeEditor out of Sandbox.Engine to tools addon, editors are implemented with ICodeEditor
Reimplement Visual Studio with ICodeEditor and use vswhere to get Visual Studio install with .NET installed more reliably
VSCode editor support - when active, solutions make a .code-workspace with the right omnisharp bullshit
Default code editor is Visual Studio, if that's not installed VSCode
Editor preferences window
Add Code Editor to Editor Preferences
Restore File / Open Solution
Add default addon location to editor preferences, default to `%UserProfile%/Documents/S&box Projects`
ErrorList.ReportCompilerDiagnostics should be static, this way we catch errors even if our widget isn't open
Allow HAnimationGraph to be networked. Set animgraph from managed using animgraph resource.
Fix animgraph returning junk resource name
Internal Model.Get return null for invalid IModel
Add managed resource type for animation graphs
CCTV globe - LODS and gib and prefab
Merge branch 'master' of sbox
Show folders in assetlist if we're in folder mode
Rename ItemListWidget to ListView
Fix WidgetGallery names
Start cleanup
letter box - adjusted front for better snapping
wall letter box - updated prefab
Merge branch 'master' of sbox
ModelDoc: Attempt to reorder folders of clones properly
letter box - fix for grid scale
Merge branch 'master' of sbox
Update some auto recompiled assets
Fixed ButtonEntity linear movement direction when parented
Switch platform entities back to SetPos+SetVelocity movement
wall letter box - adjusted size to snap to grid
Merge branch 'master' of sbox
Pass radius of light to shader so we dont need a sqrt operation on culling
New TreeView - adds smooth scrolling, entity and panel list improvements
InteropGen clean up child include files before generation, to avoid local left over files making you feel like it all still compiles fine
Fix local left over file making me feel like it all still compiles fine
Add Release Mode option to compiler settings
Don't jump to SelectionOverride() item unless it changed
Don't show client only entities in Pawns section
Treeview keyboard navigation, scrollTo
Scroll to item on dynamic selection
Fade closed sections
Fix hovered item being invalid when rebuilt while hovering
Fix not clearing map/game entity categories if none
Split entity list into world and game
https://files.facepunch.com/garry/ec9d32de-b157-4e32-9479-131a6f4b5390.png
Add "Copy Path" to asset inspector header menu
Use .addon for project templates
- Removed template.json.
- Use AddonConfig meta to show information in the addon creator dialog.
- Allows template creators to set up any information for their addon to be passed to newly created addons.
Remove non functioning ent_text and related commands
Add ent_text & restore ent_remove_all commands in C#
Delete old DataNode
Fixed Paint.MeasureText returning empty if Pen was clear
Margin cleanup
Fix warnings
EntityList improvements
Use 128 lights for clustered instead of 256
Double the perfomance of tiled light build job
Fixed Pulley constraint not respecting break limits
Audio changes
* Remove view entity sound bias, always 12u in front without the pitch issues
* Update carpet materials to use carpet surface
* Update concrete materials to use concrete surface
* Base reverb volume reduced drastically
Remove view entity sound bias, always 12u in front without the pitch issues
Update carpet materials to use carpet surface
Update concrete materials to use concrete surface
Base reverb volume reduced drastically
TreeNode supports tooltips
Tweak GameSelectorDialog
Fix up Hammer/EntityTool
PanelList supports hovering
Add tooltip padding
BaseItemWidget.Clear
Hover state for BaseItemWidget items
Fix Rect blowing up the world when json serialized
AssetBrowser uses new treeview
ceiling light - set to static
fire exit - made static
Merge branch 'master' of sbox
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
Delete old tree, datamodel stuff
Split some of ItemListWidget into BaseItemWidget
Create TreeView.cs
Remove bullshit from soundevents_core
cctv globe - lod 0
Merge branch 'master' of sbox
Add lock abs transform scope guard when updating graphs to avoid IsValidToRecomputeTransformState assert
Tiled lighting for envmaps and lighting on standard shading model 🏃♂️💨
Revert "Fix normals for valve standard shading"
This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae.
Fixed 'Unhandled RPC' error on map cleanup with ParticleSystemEntity
Fixed PhysicsJoint.CreatePulley always returning null