20,835 Commits over 1,522 Days - 0.57cph!
Update FgdWriter.cs
FGDWriter better handles nullables
DefaultValue generator handles int/float nullables
Ready text
Buttons can have subtitles
Hack to make map selection less shit
Error Fixes
Fix surface.asset causing fgd parsing errors
IBreakCommand => IModelBreakCommand
Make Analyzers and references work with relative paths
Add BBox.FromPositionAndSize
Update to net6
vpc support for vs2022 🙄🔫
vs2022 fixes
New bat files
Custom constbuffer support for shaders
Sandbox.ConstantBuffer.Create
ConstantBuffer.Update
Render.Set Constbuffer variant
Compute.WithAttribute Constbuffer variant
Move car vmdl to rust addon for now so tools stop trying to recompile it
Filter out all kinds of damage except bullet and physics impact for now
Only generate shard model on client when there's a valid parent panel with a material set
Don't try to shatter if the shatter point is outside of the shard
Allow shatter on physics impact although the effect isn't as good as it can be yet
Glass thickness property instead of half thickness
Don';t delete shard if we didn't manage to shatter it
Only try to reset glass panel if it's broken
Add half thickness property to shatter glass, clamp to sane values
Add glass material property to shatter glass
Add entity network ident to list before calling spawn so that setting entity net vars works in spawn
Initial reimplementation of func_shatterglass https://files.facepunch.com/layla/1b1111b1/sbox_xf1v5teDcI.png
Iterate on C# part of water, fix reflection being 1 frame behind
Allow RootPanel.Parent = null though
Throw if trying to set RootPanel.Parent
Fix a couple of NREs preventing -dedicated from working
Fix scenesunlight thinking it has a cascade light when it doesnt
Curved world panels
https://files.facepunch.com/ognik/1b1111b1/2021-11-03_44-40-9c54a4e0-996b-49ca-a6b2-b2dcd37360e3-g2DnGRqd.png
Cache break command data
Match JSONOptions between Breakables.ApplyBreakCommands and Model.GetData
ResourceTypeAttribute vsnap
Delete breakable_door_model node
Delete Model.GetBreakParicle
write FGD structs for modeldoc only once
FGDWriter can write ModelBreakCommand to modeldoc fgd
Added Library.GetType( string )
Added Model.GetBreakCommands
Breakables class runs BreakCommands, added ModelBreakParticle break command
Industrial light - large light for construct warehouse
Merge branch 'master' of sbox
Expose and doc more on WorldInput public class; UseMouseInput allows nice usage with Input.Cursor rays
Generate valid addon folder name in s&box.sln for linux
Switch sln & csproj generation to use relative paths
Fix world panel input by changing WorldInput.Update to [Event.WorldInput.Build] called from the input system.
WorldPanel.RayToLocalPosition: fix wrong local position being used for inside checks
Simulate right (and middle) mouse button properly in world panel input.
Iterate on WorldInput, allow multiple simulated inputs at the same time by migrating state to games
Fix inverted x pos and lack of world scale awareness in WorldPanel ray to local code
Use WeakReferences of WorldInputs to iterate, gives addon state full ownership and lets GC work nicely.
Clear WorldInput reference list on LoopEvent.Init/Shutdown
Optimization pass for shader when they're not dev shaders
Remove debug optimize guard
Fix light constants not being filled properly if not using cascade light, use data from baked sunlight from lightbinner
MoveHelper: Nudge move trace endpos along normal by a small margin to avoid next movement thinking we started in solid, stops movement from getting stuck so often
Add Vector2.Distance and Vector2.DistanceBetween to stay consistent with Vector3
Don't let the engine mess with player movement when standing on a pusher
Added gradient circle additive effect material
Simple dev ladder tileset
https://files.facepunch.com/louie/1b0911b1/sbox_gtlRLpsAJC.png
Fix some incorrect SCSS parsing on UI tests
Added some helpful effect materials
Added Sticker overlays
https://files.facepunch.com/louie/1b0911b1/sbox_vEmU2PkVoN.png
Merge branch 'master' of sbox
Maintain CRLF line endings in FGDs + remove trailing whitespace
Update base.fgd
Added SCSS transform: skew, skewx, skewy
https://files.facepunch.com/ognik/1b1011b1/2021-11-00_53-21-7df47bce-2801-4ecc-8566-8593482305e5-qKyC3FrM.png
SetProperty fallback on [Property] attributes, fixes map entities not working from having their properties not set
M_PI2, M_INVPI, M_INV2PI & PolarCoordinates for proceedural.hlsl
Shotgun aim matrix attachment moved to bone in separate hierarchy + adjusted poses
Merge branch 'master' of sbox
shaders/common/proceedural.hlsl for useful shader funcs
Noise:
- FuzzyNoise
- ValueNoise
- Simplex2D
Masks:
- Checkerboard
- Circle
- Ellipse
- Square
- Rect
UV transform helpers
- TileUv
- OffsetUv
- TileAndOffsetUv
Generator error if you try to [Net] a static property
INetworkSerializer.Read: use ref of NetRead
NetWrite.Write don't try to blindly write ref or containing ref types
Fix world panel input by changing WorldInput.Update to [Event.WorldInput.Build] called from the input system.
WorldPanel.RayToLocalPosition: fix wrong local position being used for inside checks
Simulate right (and middle) mouse button properly in world panel input.
Iterate on WorldInput, allow multiple simulated inputs at the same time by migrating state to games
Fix inverted x pos and lack of world scale awareness in WorldPanel ray to local code