20,829 Commits over 1,522 Days - 0.57cph!
Merge render_rework
vpc fix
completely strip and delete Panorama
Make CameraModifier.Apply public
Specifically for people who derive from GameBase instead of Game so they can call it
Added Event.Render.PostProcess attribute
Fix template hotload when SetTemplate doesn't start with /
Plane trace returns null if greater than max distance
Fix WorldPanel's MaxInteractionDistance not able to exceed 1000 units
update construct map, adding texture, cable attachment props, updating prefabs, fixing some gap and missing collider
Sort env map data by cubemap array index
Better IME input, better multicharacter handling in textarea
Completely strip out unused IIMEManager
Fix NRE when setting label to null
Added a "scroll to bottom" button in the console
Citizen/animgraph: changed skid bounds from 400 to 650
Fix NRE in PhysicsBody.RemoveShape
Add TraceResult.Triangle to get triangle index hit
Remove trace assert when no ent or world hit, we allow bodies not tied to entities
Don't allow default maxplayers to exceed MAX_PLAYERS
Citizen/animgraph: skid experiment
ModelDoc: Display a warning when duplicate genericgamedata nodes are present
ModelDoc: Fixed warnings being treated as errors in edit mode
Fixed panels making it hard for the garbage collector to collect them
Added Panel.BindClass( "active", () => IsTrue() );
Added Panel.Bind( "value", () => GetValue() );
Get game categories from api
Added per particle float eval support for Speed Min and Speed Max on MoveBetweenPoints initializer
Added comments to Hammer.VisGroup & other minor changes
FGDWriter handles RangedFloat class
DecalDefinition asset is now autogenerated
Don't use skinning at all for UI shaders
Add g_vEnvCubeMapArrayIndices PerViewRuntimeFastPathLightingConstantBuffer_t so we can sample the right texture in vr_lighting.fxc
remove hack
Fix bone blending with compute buffers
Compile legacy shaders with the default shader model (5_0), allow them to use D_SKINNING if we can
Better verbosity if loading incompatible or outdated shader
Support for constant buffers for previous data transforms used in velocity buffer
Fix shaders not building with new skinning system
Security shutter - reduced height of bumps on shutter curtain
security shutter - further adjustments to origin and design based on feedback
API cleanup, don't show streamer button unless they have streamer services linked
Add g_vEnvCubeMapArrayIndices PerViewRuntimeFastPathLightingConstantBuffer_t so we can sample the right texture in vr_lighting.fxc
Hammer: Fix info_cull_triangles can't target meshes/props #1142
Add Enable collision functions to PhysicsShape, not just disable
Update bind pose for animsceneobject when no animgraph is used
Don't allow 0 default max players
Hammer: Open up a couple of build settings for customer machines
Hammer: Don't stomp build settings on new full builds
Fix temp punch viewmodel animgraph
Support for netcustom games
Fixed Start Game button debug text
Better lobby chat
Don't report caught exceptions
Fixed exception when cancelling download
Reuse httpclient for api
WorldPanel.SceneObject.IgnoreZ
Added documentation
Merge pull request #65 from Facepunch/worldpanelignorez
World Panel Scene Object Ignore Z
Breaking Change: Removed PropertyAttribute.FGDType/Group/Hammer
Use FGDTypeAttribute, CategoryAttribute and Hammer.SkipAttribute instead
Fixed bottom crate gib spawning underground and fallout out of the map
Update clothing.asset
Improved how gib limit works by removing old gibs first, increased default gib limit
ShaderProc: Added the ability to document & expose functions in shaders
Fix rare access violation in CSceneSystem::DeleteSceneObjectAtFrameEnd
Sentry scopes
Added Style.Content (only works on Labels/Icons)
Tweaked how lobbies work, ready state, show member status
Fixed help text not loading for .asset editor
Also added some helptext for clothing asset
Remove Styles.BorderImage