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20,844 Commits over 1,522 Days - 0.57cph!

3 Years Ago
Github submodule support git submodule add now works on github with github URLs as the submodules. They will automatically download with the gamemode now
3 Years Ago
Remove dead code Manage controller connected with callbacks and add events for connected / disconnected, this should keep handles in place too on reconnects Controller.TriggerVibration: accept normalized floats instead of 0 <-> ushort.MaxValue and support Xbox trigger impusle rumble.
3 Years Ago
Fix caret position on newline characters
3 Years Ago
qt latest Add managed widget classname for stylesheets
3 Years Ago
Hammer: Place models on path with spacing (more options to come) https://files.facepunch.com/layla/1b1911b1/Hammer%202021-12-19%2010-52-55-00.00.13.056-00.00.36.004-seg1.mp4
3 Years Ago
Hammer: Calculate bounds for model path, fix trace line segment Hammer: Rename Untie model paths to Collapse model paths
3 Years Ago
Add CTRL modifiers for delete and backspace too https://files.facepunch.com/ognik/1b1911b1/2021-12-18_28-28-0beab051-de71-445a-87fe-39df44939834-NrysFZSh.mp4
3 Years Ago
Add CTRL modifiers for left & right caret adjustments on text entries https://files.facepunch.com/ognik/1b1911b1/2021-12-18_14-17-a34ec0fc-abe7-492c-a465-54a671062333-4UFj4YgW.mp4
3 Years Ago
Truncate position of user clip planes
3 Years Ago
Hammer: Initial support for model paths https://files.facepunch.com/layla/1b1811b1/sbox_TjQ5dE5Xwz.png
3 Years Ago
Length.ToString Treeview/node selection callbacks TreeView.ShowHeader property Add Utility.Inspect( object ) Open panel in inspector when selected in panel list
3 Years Ago
Roughness, Ambient Occlusion & Tint Mask now use a slider instead of color input for alternative input https://files.facepunch.com/ognik/1b1811b1/2021-12-17_47-17-d2926c60-0519-49b7-bab6-67846f07181c-simbcN95.png
3 Years Ago
Panel tree mimicking old one Move TreeNode to its own file
3 Years Ago
Mechanism to wait until tool addons are done compiling Allow tools to get Root Panel list Better exception when Sandbox.Reflection call fails DockWidget gets widget events OnVisibilityChanged events Fix window not redrawing background properly Added [Dock] attribute - allows creating new dock panels Add PanelList dock TreeView.Clear Expose ReflectionNode
3 Years Ago
Fixed post processing in maps not working if PP stack is empty - Minor optimization to reduce extra copy, we now only run post processing and copy if we have anything in our stack - Fixed issue with render targets not updating to the new screen resolution for the standard postprocessing shader
3 Years Ago
Fix disabled menu options looking exactly the same as non disabled
3 Years Ago
Frameless window can be resized by hovering an edge Fix white box to the top left of the window when maximized multi-monitor Close/Maximize/Restore/Minimize buttons are full titlebar height like native win10 Can use tab to switch autocomplete/history items Resize game frame on layout
3 Years Ago
Forward SteamInput callbacks to C# Steamworks properly Poll action handles until they're non zero, workaround for a known bug where we shouldn't be needing to do this Update IGA file to match enums and action manifest, add a basic PS4 controller manifest
3 Years Ago
Fix crashes
3 Years Ago
Improved Core basic impact particles
3 Years Ago
Added DoorEntity.OnDamaged Merge branch 'master' of sbox
3 Years Ago
Fix button calling OnClicked twice
3 Years Ago
Adjusted glass surface, added glass.shard and glass.pane surfaces & use those for shatterglass Try to reduce spinning of large shatter glass pieces
3 Years Ago
InteropGen: fixed static functions not generating properly Make all the tool windows consistent with the editor
3 Years Ago
Add ISteamInput interface from Facepunch.Steamworks Initialize Steam Input from managed Add dispatch events to SteamInput for device callbacks dis/connected, these are always called for already connected controllers Update Steamworks 1.53 for Steam Input improvements including Steam Deck support Update networksystem to resolve removal of deprecated funcs / renaming in Steamworks 1.58 SteamInput.EnableDeviceCallbacks() - should be giving us controller connected / disconnected events but isn't, steamworks bug? Basic action manifest with menu & ingame controls sets, in future we could provide a lot more versatile sets for different genres Start exposing a Controller class in Sandbox.Game, let's make them easily grabbable so we can do UI or BuildInput with them directly Chuck up some debug panels in the input settings menu for each connected controller to debug features Async steam input glyph texture loader Generalize Steam Input into a Controller API, abstract all actions into enums close to our pre-existing IN_ actions Quick button prompt panel e.g `<ControllerActionHint ActionName="Jump">`, uses relevant user's bound controller glyphs.
3 Years Ago
Purge all CPhysicsShape of a body, not just CRnShape so our physics shape handles become invalidated properly
3 Years Ago
Multipass support for render targets and multipass dof Hexagonal blur with controllable bokeh sides Give DOF more Bokeh Use fullres dof buffer Fix edge aliasing Full res CoC LUT Switch to HDR target Fix drawing with console open Further improve CoC edge Use an elipson for CoC edge, make CoC blur togglable Remove debug printing Make texture more explicit Mange all render targets on C# side, use full HDR now fucking fixed viewport offsets Use true luminance for disc fill Introduce screen resolution changed event Merge pull request #125 from Facepunch/multipass-dof Rework Depth of Field to have higher quality and multipass it
3 Years Ago
Don't throw exception when adding null mesh to modelbuilder, we only care about warning valid meshes with no vertex buffer
3 Years Ago
Same deal for hull shapes
3 Years Ago
Allow mesh physics shapes to be created from either lists or spans
3 Years Ago
Add PhysicsBody.RemoveShapes Add PhysicsShape.IsValid() extension Add PhysicsShape.UpdateMesh for mesh shapes
3 Years Ago
fix exception in planar reflection
3 Years Ago
Throw exception in modelbuilder when trying to add an invalid mesh
3 Years Ago
Manual scoping for lag compensation (#130) * Manual control of starting and stopping lag compensation * Change to start lag compensation automatically only before AttackPrimary and AttackSecondary on BaseWeapon (this is when we're most likely to want it if you're using base weapon) * Have StartLagCompensation return IDisposable so it can optionally be used in a using block and finish automatically * Entity.LagCompensation static IDisposable. Rename LagCompensation (bool) to EnableLagCompensation and update BaseWeapon + base Player
3 Years Ago
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▌▋▊▇▆▅▉ ▅▄▌ ▊▋▆▆▋ ▄▄▆▇▇▌ '▍▆▄▊▉▇' ▊▅ ▍▆▄▄ █▄▅▋▉ ▌▋▄▊ ▌▇▇▊▊▆▊ ███ ▆▅▌▌-█▉▋▊▌▌ ▄▄▊▉▊▌▆▊, ▆▉█▊, ▇▅▄▍▊▍▍▅▍▋, ▉▋▌▍▉▅▊▅▋▅, ▌▅▉▌▋, ▌▄▌▄▄▅▌, ▄▉▌▊▋▉, ▌▋▋▊▍▇▉▍, ▊▊▆▄▍▅▋▆, ▋▆▉▆▆▌▌▅▅, ▌▉▊▊▆▅▌▇▅, ▆▄█▅▅, ▆▆▋▆▇, ▉▍▅▄▅▌▌▊▅▉, ▇▄▍▉▉▅▋▍▆▇ ▉█▊ ▌▌▋ ▋▉▄▇▍ █▊█▉▅▋ ▉▉▌█ █▋▌ ▋▆▄▌▊▄ ▉▇▉ ▌▋▅▆ ▇▆▇▄ ▆▉▌▉▌/▇█▄▇█▆▇/▇▍▅▊▌▄▉▊/▍▍▄▋▉▌▋.▋█▌▇ ▆▅▌▅▍▍ ▆▌▌▊ ▌▆▉▆▍▆.▍▊██▆ ▊▊▅ ▇▉▄▍▄▊ ▋▉▉▄ ▍▆█▋▆▋▉▅ ▋▄▄▊█ ▉▊▉▌▄▍▇▅ ▊▉▋▋ ▇▍▇▌▆▌, ▇▋▉▇▋▌ ▆█▋▍.▅▍▉ ▄▋▄ █▇█▋▊▉▅▍▆▊ ▊▍▌▌ ▅▆▉▅▋▍▍▆▌▋▊▉▆▇▍▋ ▍▋▄ ▇█▍▇█▅▋ ▉▊▄ ▄▅▆▊▌▋▌▇ ▇▇▋▅▆▉▋▅▄▆ ▋▍▉ ▋▍▍█▇ ▆▌ ▄▍▄▇▆.▆▋▉█▍█▊▄ ▇▉▇▆▅▅█ ▊▇▄'█ ▌▊█▆▆▆▅█▉▍▇▇: ▇█▌ ▄▋▆ ▋▅▌▅▌▅ ▆▉▊ ▆▆▌▆▋▌▉█▊ ▋▉▆▅▋▍▄▅ ▄▅▄▋ ▇▄▋ █▉▍▊ ▋▋▆ ▄▊▊▌▆▋▋▊ █▋▍▅▇▆: ▍▊▇▍ ▄▋▅ ▄█▌▍▅▅▌ ▅▍▍▋▌█ █▊█▌▊ ▇▇▇▊▆ ▌▅▋▉▉ ▍▉▊▊▍▄▄ ▅▋ ▍▅▊▌█▉▌▆ ▇▌▋▇▅█ ▆▋▇▌▇▅▄ ▋▇▊▇▆▇▆ ▅▌▇▇█▋▍█ ▋█▍▅█ ▉▌▌▋-▆▋▄▇▍▊▆▊▄▊: ▅▌▄▉▅▅▉▅; █▉█▍█ ▉▌▍ ▌▌▆▋█▍█ ▌▄ ▉▆▌▅ ▆▄▋█▄▋▊▋ ▍▋▍▌ ██▇▆▇▆▉▉▍▋ █▇▆▆▆▇ ▅█▊▌▋▍▅█ ▊▉█▌-▅▆▍▅▇▌▄█▅▊: ▋▆▋▇▆▉▊█▅ ▌█▆▊-█▄▄▅█▆▍ ▊▌▌▋▇▊▋▆; ▄▇▅ ▌▆▉▊█ ▅▇▋▊▋://▆▇▊▇▍.▊▉▄▆▋▊▅▅▍.▍█▄/▍▉▋▇▇/▋▊▊▄▅▋▊▍/▋▋▊▅-██-▅▇_█▄-▆▆-▋▊▉▊▄▉▋▄-▅▇▅▍-▇▌▊▍-▋▌▉▌-█▇▍▌▉▍▉▉▆▊▉█-█▅▊▅▅▍▍▉.▄▉▋ ▇▉▋ ▌▉▌▆ ▊▉▉█▌█: ▊▊▅▅▄; ▅▌▉▌▊█: ▆▆█▌▋▌▍▋; ▌▉▊▇▋ ▅▍▋▍▄▍: ▍▄▆▆██▌▌▉▌, ▋▆▉▌▇▉▇▇, █▍▋▉▊▄, ▌▄▇-▇▍▄█▌█ ▌▋▇ ▄▄▄▇-▌▄█▍▄▆▄██▉-▉▇▉▅▆ ▇█ ▅▇▇▅ ▉▍██▍://▋▊▅▍▉.▇▆▄▄▊▅▋▄▉.▄▌▍/▇█▄▆▇/▊▇▍▌▊▊▅▇/▅▍█▅-▉█-▇█_▄▆-▅█-▄▉▆▋▅▋▇▇-▉▉▄█-▊▇▄▋-▄▋▋▉-▍▊▉▆▆▌▄▉▉▉▇▆-▍▌▇▄▄▆▊▌.▇▌▌ ▉▍▄▉▅ █▉▇▇ █▉▉▇▍▄█ #▇▋▋ ▋▄▅▋ █▌▄▍▋▌▅▌▆/▅▌▍-▆▅ ▇▍▅ ▍▅▄▋█▆▍▄▄▋▆ ▅▉▄▋▇ ▅▉▊▄█▌▉ ▅▊▆█ ▉▄▋▆▍▋▊▋▌▅▍ ▄▉▅▌▊ ▄▌▊ ▋▄▄▉▅▊▊▍▊ ▅▉▌▅ ▅▌▇▄-▇█▇▇▌▆▌▆▆█-▅▌▊▆█▇▍▉▇ ██▊▊▆▌▍ ▊▇▇▌▍://▊▋▋▆▊.█▆▌▋▅▇▍▅▉.▄▄▍/▄█▅▊▉/▍▊▋▋▄▉▍▊/▉▍▇▉-█▄-▌▍_▌▌-▊▋-▉▆▄▋▉▋▋▍-▊▆▌▊-▇▅▌▄-▉▌█▋-▍▅▊█▉▉▄▍▅▍▅▉-▉▌▍▊▊▄▆▇.▋▍▍ ▇▄▊▆▇▆ ▋█▄ █▍▌█▊▊▅ ▍▊▋ ▋▋▄▇▅█▆▆█ █▉▅▍▍ ▅▆ ▇▌▇▋▋▇▉▅▄ ▊▄█▍▍ ▌▆▋▍-▆▆▆▋▉▋▄▄▆▍-█▇▍▌-▆█▆: ▇▊▌; ▄▇▅ ▍▆▉▇-▋▆▉▉▇█▍▋▍▄-▊▆▊▊-▋▄▉: ▊▋▊▆; ▅▉▊▉▊://▌▍▌▄▇.▉▍▇▆▋▋█▅▍.▍▅▇/▇▊▄▄▅/▆▇▊▆█▌▅▊/▋▌▄▋-▉▄-▌▌_▊▄-▇▆-█▄▇▅▉▋▋▄-▌▅▍█-▊▋▊▉-█▄▄▄-▆▊▍▍▇▇█▍▆█▋▊-▋▋▋▆▄█▋▋.▅▅▌ ▊▌▉ ▅▌▇▇▇ ▊▄▆▍▋▄ ▇▌▅▇▌ ▋▇█▇▋▌▍█ ▉▄▇▇▌▅ ▌▇▄ ▋▆▉ ▉▌▅▅▊█▌ ▍▅▊▊▉ ▇▇▇▉▆▉ '▌▇▌▍▌▇' ▆▊ ▇▌▍▋ ▇▄▍▌▆▌▆ ▇▋▆▍▍ ▆▍█▌▄ ▉▋▇▅█▍ ▍▊ ▉▄▋▌_▍▅▍▄█'▆ ▉▊▉▅▉▇▌▌▉▇▌ ▋▍▍█▊ ▌▅▉▊▍▅▍▅▊▌██/▋▅▄▌▌▊▌▆█▇▆▄ ▆▊▇▊▋▌▄▌█▇ ▆▋▉▋▇ █▊██▊▌.█▄█▆▄(), ▍▆▅▆▅█.▍▉▇▆() ▋▇▇▌▋ ▊▄█▌▆▇▄▇▇▉▄▍/▉▅▌▉▍▇▋▍▋▋▆▅ ▌▌▍▇▄▊ ▆▅▊▍▆▇▊▉▍▊ ▌▍▋▊ ▅██ █▉▋▌▄▉▌▍▍▋▆▄/██▊▇▋▇▍▇▉▌█▍ ▇▇▅▄▌▍▊▄▇▇ ▉▌▇ ▋▆▉ ▋▍▇▊▇ ▉▉▆▆/▉▍▇▅▅ ▌▉▅▋▉▊█ ▋▅▍▅▆ ▊▄▍▌▍▍▄▇▉▊▉▋.▉▋▌▌▌▆▄▆▌▆▉▍ ▊▉▆▉▅ ▍▌██▅▍█▇.█▉▄▆▌ ▉▆▄▇▆ ▌▌▉▍▌▌▌.▇█▉▍/▅█▋▉▅▊▌.▄▇█▌▇ ▉█▋▍▄▄▊ ▇▍▇▇█▊▊▄▍ ▉▉▋/█▍▇▆/▅▇▋... ▋▍▇▍▄▋ ▍▉▍▉-▅▍▌▇▋▆▄▌▅▇ ▌█ ▉▌▉▋-▋▇▇▆▅▉▊▆▇▋-▍▄▆▉. █▅▋█ ▌▊▋▇-▊▋▇█▍▍▍▆▇█ ▇▆▄▉▅▊█▉ ▆▉▄▄ ▆▍▉▊ ▌▋▊▅-▄▌▍▇▊▊▌▊▊▊ ▇▄▇█-▊▄█▌▍▄▄▆█▅: ▆▊█▇-▍▇▄▅▉▆█ █▇▋ ▌█▌; ▋▍▉▆▄://▋▌▆▉▅.▄▋▊▄▌█▌▄▄.▆█▋/▆▊▅█▅/▄▅▋▋▍█▆▇/▆▌▍▆-▍▉-▄▇_▅▄-█▍-▅▊▍█▊▌▆▇-▍▊▍▄-▉▉▌▅-▌█▄▆-▇▋▉▊▌▌▅▊▇█▅▉-▋▉▍▇▆▆▄▅.▆▍▇ ▉▍▍▊▇ ▋▍▉▊▄▆ '▉▇▅▇▊▌' ▋▉ ▍▉▉█ ▇▄▊█▌ ▊█▍▍██▍ ▊▍▅ ▋▍█▌-██▉▍▉▆▌▉▅█-▋▍▌▄▉, ▉▊▋▆-▄▍▆▅▆▅▍▆▋▋ ▋▍▊ ▉▊▅▍▌ ▅▄▆▄▄▆█▆█ ▊▌ ▅▇█ ▄▊▇ ▍▆▇▆▋▊▄▅ ▌█▉▄█://▅▍▊▋▉.▋▄▄▌▍▊▍▊▇.▇▉▇/▆▌▍▆▋/▌▉▉▇█▆▍▆/▌▍▅▄-█▍-▉▉_▍▇-▊▆-▄▇▋▇▄▆▊▉-█▅▊▅-▆█▄▄-▅▅▇▋-▄▊▅▊▋▊▌▇▄▋▇▉-▇▍▊▉▋▆▇▅.▉█▋ ▊▇▄▋▄ ▍██▌▄▌▆█▆ ▅▉ ▇█▇█▊▌▄▌▆▌▉▇▍ ▋▅▆ ▊▍█▆▋ ▌▌█▊▇█▉ █▋▅ ▇▉▊▍▋▆▄▄ ▌▆▆▉▅▇▄█ ▄▌ ▉▉: `▉▋▍▌-█▉▌▋▇▇▉▇▉▊-▆▋▆▌-█▄▊: ▌▊▄█;` ▇▊▄ ▊▍ ▇▊▌▅ ▊▉ ▊▌█▅▇▆▋ █▊▍▍ ▉▅▆▅▆://▇▉▍▊▅.▍▇▅▍▋▅█▍▍.██▍/▊▅█▇▇/▊▇▅▅▇▉█▅/▍▇▋▅-▆▆-▅▄_▇▋-█▇-▆▊▅▇█▋█▉-▉█▅▋-▍▄▍▊-▉▍▉▋-▋▌▌▋▊▌▊▅▇▍▇█-▍▍▅▄▆▋▋▊.▄▌▉ ▉▆▍▅▆▇██▇ ▅▋▊█-▌▇▊▉▄▇▆▊▅-▋▌▍▌▍█, ▋▆▍▋-▌▆▆▉-▋▊▇▌▌█▍-▆▆▇▋▆▌ & ▄▅▉▋-▊▍█▉▅▆▇▇-▄▊▅▆▄▌ ▅▉▋▍▌://▋▉▇▅▅.█▊▊▅▋▉▊▅█.▍▅▇/▌▍▉█▍/█▋▋▌▍▆█▉/▊▄▅▆-▌▅-▆▌_▆▄-▉▊-▆▊▉▍▄▌▄▋-▌▊▌▇-█▋▅▊-▇▇█▇-▅▉▄█▉▌▉▋▌█▊▍-▄▋▋▋▅▋▋▅.▅▋▋ ▄▆▋▋▅▄▊█▌ ▉▅▉▊▉ ▅█▅▆▆▌▇▄ ▌▇▋▍▇█ ▉▉▇▆▇▌ ▄▅▌▅ █▋▆▄▌ ▇▍▆▅▅▄▇▊ ▍▍▌▇▍█ ▇▄▅'▋ ▅▍▆ ▆ ▍▅▋▉▄▉▄ ▋▉▊▇ ▆███▌▅ █▅▍▇ ▆▉▉▄▊ █▄▇▄▄ ▄▉▅▍▅▇▊ ▄▋▊▆█▅▄ ▋▍ ▍▉▆▉▊ ▋▇▌▊ ▉▆█▇▄▍█▉▊▆ ▊▇█▇▉ ▉█▇▆▅ - 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3 Years Ago
Remove Sandbox.Game from tool compiles Added Option.Checkable, Option.Checked Added ConsoleSystem to tools MenuAttribute supports boolean property with check state toggle Fix crazy menu check positioning Disable combobox open animation Add EntityIO menu option Move DisplayInfo to Sandbox.System ConVar data bind EnumBox supports [Display] enums Rename Widget.Layout() to Widget.DoLayout() Add render mode enumbox
3 Years Ago
Entity.LagCompensation static IDisposable. Rename LagCompensation (bool) to EnableLagCompensation and update BaseWeapon + base Player
3 Years Ago
Multipass support for render targets and multipass dof Hexagonal blur with controllable bokeh sides Give DOF more Bokeh Use fullres dof buffer Fix edge aliasing Full res CoC LUT Switch to HDR target Fix drawing with console open Further improve CoC edge Use an elipson for CoC edge, make CoC blur togglable Remove debug printing Make texture more explicit Mange all render targets on C# side, use full HDR now fucking fixed viewport offsets Use true luminance for disc fill Introduce screen resolution changed event
3 Years Ago
Introduce screen resolution changed event
3 Years Ago
Swapped bevel key binds around. Alt + F now is for the new Bevel tool.
3 Years Ago
Initial work for turbo
3 Years Ago
Fixed window missing a ton of events Add Layout method Add Widget.Parent Add Button.IsToggle, Button.IsChecked Experimental fullscreen button Style tweaks
3 Years Ago
parking barrier - split phys shape to allow for rigging security shutter - adjusted painted normal to show through paint surface satellite dish - rotated to make placing easier. Merge branch 'master' of sbox
3 Years Ago
DataBinding for checkbox, enumbox Add Widget.Enabled Data bind automatically sets widget to !Enabled if read only Don't try to set value if no setmethod Allow attributes to have RegisterMethod, UnregisterMethod Revise menu with abilty to add by path Can add new menus options to editor using [Menu] Can add new tool windows using [Tool]
3 Years Ago
Have StartLagCompensation return IDisposable so it can optionally be used in a using block and finish automatically
3 Years Ago
Change to start lag compensation automatically only before AttackPrimary and AttackSecondary on BaseWeapon (this is when we're most likely to want it if you're using base weapon)
3 Years Ago
Manual control of starting and stopping lag compensation
3 Years Ago
Hammer: backport bevel tool from dota tools https://files.facepunch.com/layla/1b1411b1/sbox_VMx7ll0cC9.png
3 Years Ago
Treeview tweaks so editing names in Hammer are legible Asset pane icons Added Checkbox, renamed PushButton to Button
3 Years Ago
Parking barrier - adjusted nuts on the bar and fixed gaps on mesh issue: 115 Security shutter - added rivets in to colour mask security shutter - removed extra unused skins Merge branch 'master' of sbox Merge branch 'master' of sbox