20,806 Commits over 1,522 Days - 0.57cph!
Tweak defaults for video config, so tools starts in 1280x720 instead of 1024x768
Set D_SRGB_IMAGE to 1 when drawing multisampled scene to UI. Fixes color banding.
Particles.Create with entity param adds particle to that entity so they get cleaned up when the entity does
Some docs for entity functions, Added Entity.FindAllByName
Fixed [PanelEvent] methods not getting PanelEvent
[PanelEvent] that returns bool will set Propogation
Create DisplayMode.cs
Add RenderDeviceManager glue
RenderSettings class
Rename DisplayMode to VideoDisplayMode so it doesn't conflict with UI
HtmlNode GetAttributeValue chaged to GetAttribute, added GetAttributeFloat etc
if width/height are 0 or invalid - use desktop settings
If ChangeVideoMode to borderless, use desktop resolution
Don't stomp vsync mode in tools mode
Set parent before PostTemplateApplied
Added Panel.Descendants (gets all children and grandchildren etc)
Added RenderSettings.DisplayModes()
Set defaultres to 0 when borderless
Merge branch 'master' of sbox
Fix WithScreenMultiSample typo
Add ModelEntity.SetupPhysicsFromSphere
Render.DrawScene can now use any multisampling. Render.DrawScene throws some exceptions when textures are invalid, wrong image formats or multisampling mismatch.
RenderScene uses srgb color space when using no multisampling
Add UI.Scene.RenderOnce scene will only draw once when content size changes
Render scenes to render target
Fixed only recording first game's activity
Add PhysicsBody.Scale, PhysicsBody.Transform includes Scale
Properly support !self in map IO, Hammer included
Rubikon: Setting body scale also scales attached joints instead of PhysAggregate handling it
Pass current map and current game to the menu
Fix possible error when creating game
Merge branch 'master' of sbox
Hammer.Model now has descriptions for model/bodygroups
Delete Package.Query
Merge branch 'master' of sbox
DescriptionAttribute is auto applied to classes too
DescriptionAttribute is no longer inheritable
Added description to SetColor input in the AutoFGD
Check for DescriptionAttribute in classes for FGD autogen
Remove excessive whitespace in DescriptionAttribute's value
Attempt to reinitialize animgraph instance for managed CSceneAnimatableObject when model is hotloaded, fixes crash when hotloading citizen model
Fixed not being able to start a game that is installed locally
Add Texture.Invalid
Set background image to Texture.Invalid when "none"
Fill texture data
TextTransform should cascade
Materials.White becomes Texture.White
Support for box-shadow: none;
Merge branch 'master' of sbox
Far simpler approach to fetching and interfacing with particle system scene objects
Getting somewhere
Done properly and remove old attempt at wrapping IParticleCollection
Make SceneObject.All a read only list
Instead of SceneObject.All, add GetAllSceneObjects to SceneWorld
Merge branch 'master' into particle-scene-obj
Merge branch 'master' into particle-scene-obj
Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
Fixed wrong order
Store SceneWorld in OnNativeInit
Merge pull request #19 from Facepunch/particle-scene-obj
Far simpler approach to fetching and interfacing with particle system…
Store SceneWorld in OnNativeInit
Add OnBreak handler for all the other joints
Rubikon: Destroying a body with a joint will trigger an OnBreak for the joint
Add PhysicsJoint.OnBreak handler (only supported on springs until proven it works without issue)
Add Entity.RemoveAllDecals
Don't attempt to setup model again in skeleton instance activate if we already set the model previously, fixes a ghost scene object when setting proc model client side
Allow procedural models to be built without meshes (server may just want the collision)
Add ModelBuilder.AddBones
Support uint8 blend weights
Fix runtime mesh skinning
Fixed BaseFileSystem adding renamed files twice to the changed list
Fixes unwanted temp files from VStudio being added to the changed file list
Hacky fix for Visual Studio not triggering recompile consistently
Obsolete Hammer.RenderFields enableAlpha argument
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Added AnimEntity.OnAnimEventGeneric (called as a result of AE_GENERIC_EVENT)
Revert "Hacky fix for Visual Studio not triggering recompile consistently"
This reverts commit 1ea321174b0384dbc0e39ae03b84809f4b986a9e.
Destroy client side children on non client only entities
Only delete children if they're client only
Add BlendIndices and BlendWeights vertex attribute type
Finalize modelbuilder properly
Forgot about this
Merge branch 'master' of sbox
Add ModelBuilder.AddBone
Vertex size mismatch with vertex layout ArgumentException includes the sizes
Merge branch 'master' into particle-scene-obj
Don't query engine for all scene objects, instead add GetWorld binding and keep managed list of scene objects on worlds
Vertex size mismatch with vertex layout ArgumentException includes the sizes
Forgot about this
Merge branch 'master' of sbox
Finalize modelbuilder properly
Add BlendIndices and BlendWeights vertex attribute type
Only delete children if they're client only
Destroy client side children on non client only entities
Read only Entity.All (#20)
Fixed Layer error when panel width is 0
Special cache for textures loaded from web, so we don't keep downloading the same shit
Package Query API
Merge branch 'master' of sbox
Update Sandbox.Engine.csproj
Fixed BaseFileSystem adding renamed files twice to the changed list
Fixes unwanted temp files from VStudio being added to the changed file list
Hacky fix for Visual Studio not triggering recompile consistently
Obsolete Hammer.RenderFields enableAlpha argument
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Merge branch 'master' of sbox
Queue and set light cookie only when texture is loaded
Simplify and fix a lot of things on cookie system, set cookie when cookie value changes rather than on light creation, add persistant cookies
Initialize blank slice on the CPU side
Auto update cookies assigned to a rendertarget
Revert "Hacky fix for Visual Studio not triggering recompile consistently"
This reverts commit 1ea321174b0384dbc0e39ae03b84809f4b986a9e.
Added AnimEntity.OnAnimEventGeneric (called as a result of AE_GENERIC_EVENT)
Mesh.CreateVertexBuffer now requires a vertex layout to avoid silently having an incorrect layout
Obsolete Hammer.RenderFields enableAlpha argument
Fixed BaseFileSystem adding renamed files twice to the changed list
Fixes unwanted temp files from VStudio being added to the changed file list
Hacky fix for Visual Studio not triggering recompile consistently
Fixed asserts with Path Tool's Rope particle effect
Makes node colors affect the rope
ColorHsv Fixes
Add ColorHsv.WithHue etc
Property.SetValue tries to use implicit converter (although I don't think this does shit)
Add Panel.ScreenPositionToPanelPosition( pos ), Panel.ScreenPositionToPanelDelta( pos )
Data Binding use PropertyAttribute.SetValue
Merge branch 'master' of sbox
Remove borders from box panel drawing routine
Trace.Ignore can optionally ignore hierarchy or not
Add [Property] to some of the panel properties
Added LibraryMethodAttribute
Fix exception in Color.TryParse
Add phys2_world_bounds convar (off by default) to stop objects being kept inside network bounds so we can see what issues come from that
Panel derives from PropertyClass
Fixed NRE in Property.SetValue
Merge branch 'master' of sbox
Fixed NetworkEntityList changed callback being called every time even when it isn't dirty
Calculate vertex attribute color formats a bit better for procedural meshes, fixes vertex colors using Color32
Mesh.CreateBuffers can optionally calculate bounds for you
Added Hammer.Path
Merge branch 'master' of sbox
Oops, actually make it calculate the bounds
Add BBox.ToString
Read only Entity.All (#20)
Fixed Layer error when panel width is 0
Special cache for textures loaded from web, so we don't keep downloading the same shit
Package Query API
Merge branch 'master' of sbox
Update Sandbox.Engine.csproj
Merge branch 'master' into particle-scene-obj