20,853 Commits over 1,522 Days - 0.57cph!
Added Asset.GetReferences( bool deep )
Add Sandbox.Utility.Crc64
Crc fixes
Asset.GetCompiledFile, Asset.GetSourcFile
Fixed missing rail on catwalk tileset
Drop thumbnail dynamic combo from cpp
Account for child particles for particle thumbnails
Remove thumbnail dynamic combo
Minor cleanups in entity files
ent_path_platform improvements
Added "WarpToPoint" input
Added "Length" property (used for turn angles)
Fixed turn angle calculation when using non default Forward Direction
Added 'movement_path' entity, which has extra properties and outputs for ent_path_platform
movement_path has OnPass output and "Speed" property.
Disable reflections when we run out of memory
Fix 1px border in high quality reflections, fix hq reflections being offset when using non-dev console
Introduce thumbnail rendering mode for translucent objects(still needs shaders to be compiled)
Update color writes for thumbnails
Set a neutral color for thumbnails for blending
Better uv calc for example post processing shader
Add Right click events
Add ListView<T>, hide DataList<T> - make shit easymode
ListView, can get selection list, right click context menus
Change Model GetOptimalViewInfo to use the render bounds instead of hull
Updated some model thumbs
Remove DoF quality setting, switch to DoF to HDR. Radius automatically picks better kernels
Switch standard post processing to be both SDR & HDR
Hammer: Change tile grid step height to 32 increments
Initial work for HDR & SDR post processing switches
Hammer: Add 32 and 64 to GetStringForCornerHeight to see if that fixes things
Hammer: Mark tile helpers dirty when editing properties
Add test property to enable dynamic ambient occlusion on dynamic objects, add check if view is rendering on main view
Remove silly assert on shapemanager
Add monitor view flag to SceneViewFlags_t
Fix assertion and rendering issues on tools with reflections
Accommodate FOV when calculating camera position / angles for model thumbnails (#147)
* Perfect fit for provided FOV
Perfect fit for provided FOV
Some extra safety when persisting tasks handling a cancellation
Crude but working method for accommodating FOV
Tests for cancelling tasks on game loop end
Persist tasks that were awaiting a cancelled task
Test for task that saves itself from cancellation
Test for task that politely handles being cancelled
Let tasks from an expired context handle awaiting a cancelled task only once
Thumbs with transparency, get rid of the grid
Only fully generate thumb on asset selection
Move tools base addon to addons/tools/
Fix tools paths
use full res reflection buffer & depth if rendering in sfm
Updated objects for blendable shader with SFM fixes
Squashed commit of what was on sdf-reflection-optimizations
Get new ShapeBuffer API on Compute Buffer again, simplify data structure
Clean up and simplify Shapebuffer struct, rename remainings of SdfShape to just Shape
Fix flickering with reflections, refactoring, cleanup, use PVS for Shapes again, use spheres for AABB check
Fix typo on blendable
Bkebdabke & high quality reflection shader objects, invert alpha channel, halve shape bounding sphere
Allow high quality reflections to be composed on subviews
Fix typo on blendable
Bkebdabke & high quality reflection shader objects, invert alpha channel, halve shape bounding sphere
Hammer: Fix crash when changing tile grid size without setting tile set
Squashed commit of what was on sdf-reflection-optimizations
Get new ShapeBuffer API on Compute Buffer again, simplify data structure
Clean up and simplify Shapebuffer struct, rename remainings of SdfShape to just Shape
Fix flickering with reflections, refactoring, cleanup, use PVS for Shapes again, use spheres for AABB check
Hammer: Update grid nav cell size
Hammer: Save tile grid cell size
Added Asset.OpenInEditor()
Added AssetSystem.FindByPath( x )
valuechanged signal
Filter in icon picker
Different editors for map and gamemodes
Select last selected addon
Fixed base.fgd not being written, fixed Hammer inputs not having their descriptions in the fgd
Tag asset type images under tools
Fix small regression with InputBuilder Pressed/Released not working after calling Clear()
Remove VROverlay from update list if it's handle is 0, don't think the weakref was freeing fast enough
Map addon template
Stop menu sliding animating open
Add map addon as an option
Don't generate csproj for map addons
Update Steam file exclusion so some pngs from base addon end up in steam build - fixes missing ui / asset files
Don't add null RnMesh or RnHull to physics body desc
Extra asset import ignores
Fixed assets not available until restart when enabling addon
Update engine.fgd
security_light - lod0
Merge branch 'master' of sbox
Hammer: Allow changing of dota tile grid cell size instead of hardcoded 256
Add AnimEntity.SetAnimGraph to override animgraph
Reimplement push shape data to buffer
Flush data after encoding it rather than on frame start, header cleanup
Fix SlotNext, SlotPrev buttons not working on controllers
Updated Sandbox-Engine-Test.sln to include newer projects
Fixed class name collisions causing an exception in EventSystem on hotload
Add mouse icons for Input.GetGlyph instead of text
https://files.facepunch.com/matt/1b1711b1/sbox_BvBA1fyVuJ.png
Fix glyphs for analog inputs not working
Regulate thumbnail cache location