22,418 Commits over 1,614 Days - 0.58cph!
Delete shards next server tick instead of async
Allow explosions to damage glass
Add summaries to glass properties
Add option for glass to be in a frame or not
Fix glass not spawning at correct location when pivot point is offset
Animgraph: Fix grid snapping when resizing nodes
ModelDoc: Import model helper imports meshes with _hull as physics hull, _col and _phys uses physics mesh
More tool bindings
Fix TextEntry exception
Switch InteropGen Native class to something less collidable
Add QString to InteropGen
Don't cache UTF16 strings in the UTF8 pool
More tool framework binds
updated construct, prop placement pass, added texture, material
nth-of-type, first-of-type, last-of-type, only-of-type pseudo classes
Fixup Sepia and saturate filter
TextEntry styles cleanup
Add FileEntry control
Add TextEntry: MinLength, MaxLength, CharacterRegex, StringRegex, HasValidationErrors
Added css 'order' property
Refactor TextEntry to have label as a child rather than deriving from it
Industrial light - large light for construct warehouse
Merge branch 'master' of sbox
Throw if trying to set RootPanel.Parent
Fix a couple of NREs preventing -dedicated from working
Allow RootPanel.Parent = null though
Shotgun aim workarounds
Initial reimplementation of func_shatterglass https://files.facepunch.com/layla/1b1111b1/sbox_xf1v5teDcI.png
Add entity network ident to list before calling spawn so that setting entity net vars works in spawn
Add glass material property to shatter glass
Add half thickness property to shatter glass, clamp to sane values
Only try to reset glass panel if it's broken
Don';t delete shard if we didn't manage to shatter it
Glass thickness property instead of half thickness
Allow shatter on physics impact although the effect isn't as good as it can be yet
Don't try to shatter if the shatter point is outside of the shard
Only generate shard model on client when there's a valid parent panel with a material set
Filter out all kinds of damage except bullet and physics impact for now
Move car vmdl to rust addon for now so tools stop trying to recompile it
Custom constbuffer support for shaders
Sandbox.ConstantBuffer.Create
ConstantBuffer.Update
Render.Set Constbuffer variant
Compute.WithAttribute Constbuffer variant
Add BBox.FromPositionAndSize
Update to net6
vpc support for vs2022 🙄🔫
vs2022 fixes
New bat files
Make Analyzers and references work with relative paths
Fix surface.asset causing fgd parsing errors
Ready text
Buttons can have subtitles
Hack to make map selection less shit
Error Fixes
Fix missing game lobby settings
Give linebreaks an empty style to prevent shadows etc being rendered
Transform: matrix3d
Transform: matrix
Fix NRE, create lobby if there isn't one when selecting a map
Fix leaderboard showing duplicate entries when rapidly clicked
Don't create lobby, just null check
Better fix for duplicate leaderboard entries
Revert "Give linebreaks an empty style to prevent shadows etc being rendered"
This reverts commit 0a0b8967c63ecd9f8eca49dbdd347fbb02a60b48.
industrial light - fix for #1269
Merge branch 'master' of sbox
Fix Asset property as a List not being an array in fgdwriter
FgdWriter uses DisplayAttribute properties
Write engine defined asset fgd's on startup
FgdWriter - special treatment for Assets, don't treat them like structs
Sound & Surface .asset are now AutoGenerate
Change WorldInput API to instances to resolve issues and allow simultaneous inputs.
* Replace WorldInput.Update with instanced WorldInput fixing hovering and clicking issues as well as allowing simultaneous inputs.
* Resolved various issues with WorldPanel.RayToLocalPosition not using the right axis, being inverted and not scaling.
* Simulate double click and mousemove events for world inputs.
* Fix right clicks not working on WorldInput.
Merge branch 'master' into modelbreakcommand
Change WorldInput API to instances to resolve issues and allow simultaneous inputs.
* Replace WorldInput.Update with instanced WorldInput fixing hovering and clicking issues as well as allowing simultaneous inputs.
* Resolved various issues with WorldPanel.RayToLocalPosition not using the right axis, being inverted and not scaling.
* Simulate double click and mousemove events for world inputs.
* Fix right clicks not working on WorldInput.
Fix Asset property as a List not being an array in fgdwriter
FgdWriter uses DisplayAttribute properties
Write engine defined asset fgd's on startup
FgdWriter - special treatment for Assets, don't treat them like structs
Sound & Surface .asset are now AutoGenerate
industrial light - fix for #1269
Merge branch 'master' of sbox
Revert "Give linebreaks an empty style to prevent shadows etc being rendered"
This reverts commit 0a0b8967c63ecd9f8eca49dbdd347fbb02a60b48.
Don't create lobby, just null check
Better fix for duplicate leaderboard entries
Fix leaderboard showing duplicate entries when rapidly clicked
Fix NRE, create lobby if there isn't one when selecting a map
Custom constbuffer support for shaders
Sandbox.ConstantBuffer.Create
ConstantBuffer.Update
Render.Set Constbuffer variant
Compute.WithAttribute Constbuffer variant
Unbreak styling
Autogen slug
Use game addons as default target path
Return enum for creation result
Addon creator
Add basic dev menu
Dev button in nav
Sidebar nav
Sidebar is org list
Org overview
Add games/maps to toolbar
Minor stuff
Adjust main nav icon
Org games
Org maps
Cleanup
Update layout
Minor adjustments
Move select org to left, create buttons to right
Org settings
Tweak styles
Adjust layout/navigation
Create addon page
Create org page
Bit of cleanup
Science experiments
Cleanup
Addon settings pages
Style tweak
Organize a bit, edit map page
Map settings form
Consolidate map/addon setting pages
These don't need to be navigators
Undelete that woops
Cleanup/fixes/better naming
Conditionals for map/gamemode specific form rows
Content downloads tab
Set package we're editing
Navigate to description when editing different content
Don't like that
Add Account.Organizations, rename property to match api response
List player orgs, allow select and show content from that org
Match property name to api response object
Org game icon navigates to game screen
Clone addon from github or ident
Implement gamemode creation menu
Add newly created addon to addon paths
Remove debug log
Show a note when hovering form rows
Tweak styles
Minor adjustments
Cleanup, creation errors, creation success page
Cleanup
Simple style for success page
Create addon in {targetpath}/{shortname}, make it obvious where addon will go
Check shortname length and more directory validation
Lowercase and underscores only, form notes
Button to cancel download
Local addon browser, warn when unmounted addons exist
Cleanup
Simplify, hide org sidebar
Assert menu
Redesign addon creator, make it its own page
Strip away org shit for now
Minor adjustments
Fix busy overlay
Give linebreaks an empty style to prevent shadows etc being rendered
Fix missing game lobby settings
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
Expose and doc more on WorldInput public class; UseMouseInput allows nice usage with Input.Cursor rays
Simulate ondoubleclick & onmousemove events, add WorldInput.Enabled for toggling easily, tidy and refactor UISystem a bit fix potential NREs, small optimizations.
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