20,863 Commits over 1,522 Days - 0.57cph!
Initial resolution scaler
Add Label.Indent, Label.Margin, Label.Alignment
Add AssetType.Icon128
Add Widget.ReadOnly
Add OneWayBind
Added Asset.Compile()
Asset Inspector basics
Cleanup texture builders to reduce loads of code duplication
Bring Texture3d, TextureArray & TextureCube builders extra properties
Make Texture2DBuilder a struct
Generic gibs are now based on the entity's physics material
Moved generic gibs and added break sound to Surface asset
Added PhysicsBody.GetDominantSurface, PhysicsShape.SurfaceMaterial and Surface.GetRandomGib
Allow breakable glass to use assigned UV mapping (requires map entity recompile)
Fix glass texture coords when breaking shards that have moved away from the panel
Whitelist System.Half
Fix base shader not compiling
Fix alpha testing for shaders
Allow foliage shader to be compiled again
Don't bother trying to compile 32 bit PCM so you don't damage your ears if you try
Merge pull request #168 from Facepunch/texture-builder
Cleanup texture builders to reduce loads of code duplication
Create Developer-GenerateSolutions.bat
Completely removed vscript from anim system
Update Developer-GenerateSolutions.bat
Few more script references in anim projects
Remove WithMips for texture cube for the time being
Add constructor parameters for CreateCube & CreateArray
Remove anonymous param from Texture Finish
Create WithAnonymous for textures instead of passing it as a parameter to Texture Finish
Remove anything marked as [Obsolete] 3+ months ago
Obsolete Entity.EyePos/Rot => Entity.EyePosition/Rotation
delete some legacy c++ concommands: god, say, give, etc. these didn't work anyway and if they should work they should be done in c#
reimplement cl_showpos in c# so it uses the pawn, remove cl_showfps (there's much better ways to see it now)
Fix compile error and strip Panorama stuff from the particle host
Remove more legacy player concommands and whatevers left of impulse
remove env_message
Allow menu tasks to persist between sessions
string.QuoteSafe takes a bool, if true the quotes are optional
DataNode sorts children on creation (fixes no children)
Make scrollbar more apparent (todo make qt scrollbars all hover type)
Added LocalAddon GetRootPath(), GetCodePath(), GetAssetsPath()
Fixed QuoteSafe not handling empty/null strings
Bind listview/treeview activated
Add TreeView.SetExpanded
Less abrasive qt errors/warnings
Get access to MRU assets from c#
Allow @ in QuoteSafe
Add DataNode.RemoveAllChildren
Add TreeView.Indentation
Asset Browser has filters etc
If filtering by recent, then order by recent
WheelEvent has HasAlt, HasCtrl, HasShift
Ctrl wheel in asset list changes list type/icon size
Add "Everything" category
Add toggle for recursive folders
Add TaskCanceledException to whitelist
Put it where it belongs
Access to AssetType
Initialize interop to nullptr
Packaged games properly update their hash for networking, fixes net vars in packaged games
Add "content" addon type
Update addon list on asset browser when they change
Addon switcher shows paths
TreeNodes support context menus, added context menus to asset browser folders
Create in folder options
Updated Citizen blendshapes. Updated Citizen AO now you can sometimes see the inner lip
Merge branch 'master' of sbox
Loading screen can access game/map packages
Don't let Hotload see some sensitive fields
Merge branch 'master' into hotload-api
Don't let Hotload see some sensitive fields
IHotloadManaged.Destroyed() now passes in a dictionary ready for use
Loading screen can access game/map packages
Updated Citizen blendshapes. Updated Citizen AO now you can sometimes see the inner lip
Merge branch 'master' of sbox
TreeNodes support context menus, added context menus to asset browser folders
Create in folder options
Add "content" addon type
Update addon list on asset browser when they change
Addon switcher shows paths
Squashed commit of what was on master as this has been out of main branch for long
Naive shadow atlas downsampling test
Expirable SyncContext refactor
* Rename MainThreadContext to ExpirableSynchronizationContext
* ExpirableSynchronizationContext supports having multiple live instances on different threads
* Added SyncContext static class to handle resetting on session end
* MainThreadContext.Instance is now SyncContext.MainThread etc
More control over addon tasks running on worker threads
* Added an ExpirableSynchronizationContext for worker tasks
* WorkerThread.Start() spawns a bunch of long running tasks to process addon tasks off the main thread
* WorkerThread.Stop() causes those worker tasks to exit, can be restarted later
* Stop worker threads during hotload
* Fixed case where addon tasks that refuse to cancel could keep running forever on a worker thread
Packaged games properly update their hash for networking, fixes net vars in packaged games
Access to AssetType
Initialize interop to nullptr
Add TaskCanceledException to whitelist
Add toggle for recursive folders
If filtering by recent, then order by recent
WheelEvent has HasAlt, HasCtrl, HasShift
Ctrl wheel in asset list changes list type/icon size
Add "Everything" category
string.QuoteSafe takes a bool, if true the quotes are optional
DataNode sorts children on creation (fixes no children)
Make scrollbar more apparent (todo make qt scrollbars all hover type)
Added LocalAddon GetRootPath(), GetCodePath(), GetAssetsPath()
Fixed QuoteSafe not handling empty/null strings
Bind listview/treeview activated
Add TreeView.SetExpanded
Less abrasive qt errors/warnings
Get access to MRU assets from c#
Allow @ in QuoteSafe
Add DataNode.RemoveAllChildren
Add TreeView.Indentation
Asset Browser has filters etc
Allow menu tasks to persist between sessions
Allow menu tasks to persist between sessions
Replaced hotload callback interfaces with IHotloadManaged
Destroyed() returns a state dictionary that is passed to Created() in the new instance
Don't let Hotload see some sensitive fields
Remove anything marked as [Obsolete] 3+ months ago
Obsolete Entity.EyePos/Rot => Entity.EyePosition/Rotation
delete some legacy c++ concommands: god, say, give, etc. these didn't work anyway and if they should work they should be done in c#
reimplement cl_showpos in c# so it uses the pawn, remove cl_showfps (there's much better ways to see it now)
Fix compile error and strip Panorama stuff from the particle host
Remove more legacy player concommands and whatevers left of impulse
remove env_message
Create WithAnonymous for textures instead of passing it as a parameter to Texture Finish
Remove anonymous param from Texture Finish
Add constructor parameters for CreateCube & CreateArray
Remove WithMips for texture cube for the time being
Create Developer-GenerateSolutions.bat
Completely removed vscript from anim system
Update Developer-GenerateSolutions.bat
Few more script references in anim projects
Cleanup texture builders to reduce loads of code duplication
Bring Texture3d, TextureArray & TextureCube builders extra properties
Make Texture2DBuilder a struct
Merge pull request #168 from Facepunch/texture-builder
Cleanup texture builders to reduce loads of code duplication
Don't bother trying to compile 32 bit PCM so you don't damage your ears if you try
Allow foliage shader to be compiled again
Fix alpha testing for shaders
Fix base shader not compiling
Pass number of mixed cascades to shader
Make lighting data structure from shader match what's on cpu side
Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows
Fix glass texture coords when breaking shards that have moved away from the panel
Allow breakable glass to use assigned UV mapping (requires map entity recompile)
Generic gibs are now based on the entity's physics material
Moved generic gibs and added break sound to Surface asset
Added PhysicsBody.GetDominantSurface, PhysicsShape.SurfaceMaterial and Surface.GetRandomGib
Fixed hotload test assemblies having wrong package ID
Exposed hotload skip attrib and callback interfaces
Deleted empty INotice.cs
Added cl_hotload_log and sv_hotload_log console vars
Fixed possible NRE when setting up console vars
SkipHotloadAttribute now supports properties
Fixed possible NRE when setting up console vars
SkipHotloadAttribute now supports properties
We're that sure that we don't need these files that I'm gonna completely delete them
Strip Lua,. LuaJIT, IModelProcessingScriptSystem, Squirrel
Attempt to fix Interop logger dying
Throw error if binds don't generate
Basic Managed Hammer: add menus from C# and auto reload fgds
* Basic Hammer interop, let tools addons add menu bar options with [Menu]
* FgdWriter tells Hammer to reload fgd automatically when written
* Hammer: Save & restore selection when reloading fgds instead of clearing it
[Net] codegen, use the ISymbol to get attributes instead of the syntax node so you can use the FQN and not have it silently do nothing
Fix access violation crash in NetWrite.SendRpc on invalid entities
Removing unsused vwatch, item_editor, etc
Hammer: Fix width and height labels on worldspace selection box
Removing unused workshoptools, workshopadmin, workshopmanager, workshoptoolutils
Added cl_hotload_log and sv_hotload_log console vars
Interopgen - run in parallel