20,789 Commits over 1,522 Days - 0.57cph!
WIP street lamps
LODs and final setup still to come but all the bits are in.
Merge branch 'master' of sbox
Add local addons as packages
Background Stuff
Added support for autogen of enums for fgds
Merge branch 'master' of github.com:Facepunch/sbox
Fixed formatting
Stack based back/forward
Navigator Variables
GameScreen, GameCreate uses navigator
Don't die if deleting panels creates errors
update WIP construct, fix nav, tweak tonemapping brightness
Merge branch 'master' of sbox
Add Panel.OnHotloaded
Call Panel.InitializeEvents on hotload, remove previously added events
Update current link when switching tabs
Fixed MouseBack, MouseForward UI events not doing shit
Navigator supports history back/forward
Template loading more error resistant
Settings page shell
PanelEvent system revamp
Add reference to Sandbox.Hotload when compiling addons (for the callbacks)
Log when an unhandled exception occurs because it will sometimes kill the process (eg in finalizers)
Crouch poses for shotgun & SMG holdtypes
ModelDoc: Fix viewing compiled models
dmfbxserializer: compute delta state normals for blend shapes in a way that isn't completely fucked
Citizen blendshapetest mesh for comparison
Converting menu to use template
Support multiple [Library] attributes
Add Library.GetAttributes<T> ( to get all attributes of type )
Add LibraryAttribute.Create<T>()
PanelEvent changes
Navigator playing
UI Test nagivationable
blendshape test temp model
Update vertex color shader
Update vertex color shader
Added Panel.PreTemplateApplied, Panel.PostTemplateApplied
Merge branch 'master' of sbox
Citizen footstep volume adjustment
Merge branch 'master' of sbox
Update skeletoninstance.def
Fixed Stylesheet variables replacing the wrong variables
Can set a variable to a variable
GetAttachment returns nullable
Fix @imported styles not triggering a hotload
Fix stylesheets loading multiple times instead of using cache
Clear cached stylesheets between sessions
Scss support for !default variables
Scss selectors support the > rule
Fixed templates not being able to create <img> panels
Rename Panel.MousePos to Panel.MousePosition
Fix TextEntry going crazy when it has no text set
Base textentry style sets padding correctly
Added Panel.LocalMatrix, Panel.GlobalMatrix
Added Matrix.Inverted
Added Matrix.Transform
Added TransformedInteract UITests
Remove some shit from our base fgds
Logging can take an object
Added [Hammer.EditorSprite( ... )]
Fixed some maps not caching right
Make VPK unmounting code more understanding
Removed unused Replicated property from ConsoleVariableAttribute
Moved async-related whitelist to its own file
Whitelist a bunch of stuff:
* System.Threading.Channels
* System.IO.Compression (deflate and gzip streams)
* System.Collections.Immutable
* other random stuff
Fix modreq and modopt types erroring when checking addon access
Hotload: Failing test for Facepunch/sbox-issues#345
Hotload: Fixed redundant GC.SuppressFinalize calls
Hotload: Better handling for multicast delegates
Fix one of the CSceneObject::SetTransform functions stripping off scale
Try moving wood flecks texture to core
Recompile impact.wood.fibers to see if that fixes it
Add simple vertex color shader
Add WithPosition and WithForce to DamageInfo
Set damage force on physics impacts so ragdolls can use it
Update flashlight animgraph
Merge branch 'master' of sbox
updating WIP construct, split prefab, adding mats
Merge branch 'master' of sbox
Scss support for @import
Merge branch 'master' of sbox
AnimGraph: Start renaming newly added params/motors/tags when added
Add ModelBuilder API
Setting mesh buffers also sets the ranges to max element count
Variable parsing
Stylesheets can use variables
Throw if stylesheet tries to use variable but no variables
Stylesheets can inherit variables from previously loaded stylesheets
Renamed b_hit to hit
Lerp the duck
Procedural hit reactions node changes
Animgraph updates
Duck being an analog/float input is now properly handled, your equipped weapon has no more weird offsets from where you're actually aiming, and weapon gestures can disable aim chains as well as IK (though somewhat inelegantly for now)
Fixed missing else in duck code
Updated animgraph with new parameters
Merge branch 'master' of sbox
Added PhysicsGroup.Sleep
Added Sleep, Enable/DisableMotion inputs to func_physbox
Remove ModelEntity.ViewOffset
Decal defaults
Fix errors when setting NetworkComponent networked values in constructor
increase NET_MAX_PAYLOAD
Making some stuff in Duck virtual even though deriving stuff from these classes is doomed
Merge branch 'master' of sbox
Undo player tag changes to triggers