20,804 Commits over 1,522 Days - 0.57cph!
Try to convert types when data binding
Track pressed panel, send mouse move events only to it, allow hover away but don't let hover over other controls
Code cleanup
If skipTransitions then kill all transitions - not just those in the styles
Render shadows right before the panel, not before all of siblings, what was I thinking
Fixed transitions using the wrong parent size (affected % lengths)
SkipTransitions() also skips all children transitions
Merge branch 'master' of sbox
Disallow spaces in hammer input names
Add DebugOverlay.Text overload with offset argument
Minor change to DefaultValue generator
Added Hammer.Particle attribute
Add PhysicsBody.DragEnabled
Bring back outline to debugoverlay text
Update MapIO visualization colors
Remove Panel.DataBind, binds are two-way, cleaning up property binding
Refactor PropertyBind to DataSource
BaseDataSource constructor, forcing propertyName to be filled
Add PhysicsWorld.WorldBody, this is the static body used for the level which can be used for fixed joints
Add joint builder funcs for generic joint
Added Panel.OnTemplateElement (allow the panel to access the template element, and its children)
Add PhysicsBody.GravityEnabled
css filter: blur support (#16)
WIP updating CSS parser to handle gradient stop points
Gradient stop points working on effects UI test page now
Merge pull request #14 from Facepunch/gradient-parsing
Fixing up gradient parsing to support stop points
Added implicit bool for RealTimeUntil so you can check if it has elapsed
Merge branch 'master' of github.com:Facepunch/sbox
Add Event.PhysicsPreStep Event.PhysicsPostStep, Obsolete IPhysicsUpdate
Fixed static RPCs in static classes not working because you can't have protected methods in static classes
Support morphs for anim scene objects
Obsolete AnimSceneObject.SetAnimParam, use SetAnimBool etc to stay consistent with AnimEntity
Event.PhysicsPostStep to Event.Physics.PostStep
Make sunlight render without bounds
Support filter: blur( xx )
Merge branch 'master' into css-filter
Merge fix
Added Render.Clear()
Set FilterBlur
Create layer matrix to offset the transform matrix for rendering panels to RT
Don't need to set all this junk for this shader
Update layer if panel changed size
Make sunlight render without bounds
Event.PhysicsPostStep to Event.Physics.PostStep
Obsolete AnimSceneObject.SetAnimParam, use SetAnimBool etc to stay consistent with AnimEntity
Support morphs for anim scene objects
Default blend modes also write alpha (fixes UI not drawing to render targets)
Alpha render mode
LayerOffset stuff
Have Event.Physics.* namespace like Event.Tick.*
Fixed static RPCs in static classes not working because you can't have protected methods in static classes
Add Event.PhysicsPreStep Event.PhysicsPostStep, Obsolete IPhysicsUpdate
Remove TextureRenderTargetBuilder
Added filter-blur property
Explicitly release label textures when label is destroyed
Panel layer basics
Render.SetRenderTarget, Render.SetViewPort
Throw exception if trying to create texture that is <= 0
Draw layer to texture wip
Added implicit bool for RealTimeUntil so you can check if it has elapsed
Merge branch 'master' of github.com:Facepunch/sbox
WIP updating CSS parser to handle gradient stop points
Gradient stop points working on effects UI test page now
Merge pull request #14 from Facepunch/gradient-parsing
Fixing up gradient parsing to support stop points
Pass -game to resourcecompiler when building cubemaps
Update scenesystem.def
ModelDoc: also strip anything before @ when generating AnimFile node names through "Add Simple Animations"
Fix CLightComponent::GetColor by returning uint instead of color structure (should look more into why returning Color32 is crashing)
WIP updating CSS parser to handle gradient stop points
Gradient stop points working on effects UI test page now
Added doorhelper() FGD helper
Adds [Hammer.DoorHelper( ... )]
Revert changes to drawangles()
https://files.facepunch.com/rubat/1b0211b1/pm4zlM2XH7.png
ModelDoc: Add PhysicsShapeCylinder https://files.facepunch.com/layla/1b0211b1/sbox_VKtNHzD2qc.png
Cleaned up, fixed transforms not applying
Fix material editor crash when shader is fucked
Fix shader compiling to wrong folder
Fix shader .ini file wrong folder
Added Render.Clear()
Render backdrop filters on their own, before the main panel
Merge branch 'master' of sbox
Remove sv_gravity change callback on game shutdown. Fixes #418
Force snap whole Rect when rendering text on 2D surface, fixes text looking muddy
Don't draw shadow rect if texture isn't ready yet
Refactor PanelRenderer
Merge branch 'master' of sbox
A bunch of SceneSystem binds
Fix errors when Color.Parse is called with invalid format
backdrop-filter blur supports transition
Merge branch 'master' of sbox
Fixed a crash in CGameParticleManager::LookupAttachment
FGD autogen: Support for Color type
backdrop-filter parsing, tests
Add Render.CopyFrameBuffer
backdrop filter (individual properties for now)
Merge branch 'master' of sbox
Added PostClientActive to C#
Fix local addons searching by folder name - now looks at ident too
Add SceneObject.ColorTint
Update Text Shadow texture if style changed
Give extra padding for text shadow textures
Revert "New contract for Shadow struct"
This reverts commit eed1d6bb1d867d17e272b6cf05da9c27f79a5edb.
Use old interface for SetTextShadow and SetBoxShadow as it was redundant