22,417 Commits over 1,614 Days - 0.58cph!
Initial reimplementation of func_shatterglass https://files.facepunch.com/layla/1b1111b1/sbox_xf1v5teDcI.png
Iterate on C# part of water, fix reflection being 1 frame behind
Allow RootPanel.Parent = null though
Throw if trying to set RootPanel.Parent
Fix a couple of NREs preventing -dedicated from working
Fix scenesunlight thinking it has a cascade light when it doesnt
Curved world panels
https://files.facepunch.com/ognik/1b1111b1/2021-11-03_44-40-9c54a4e0-996b-49ca-a6b2-b2dcd37360e3-g2DnGRqd.png
Cache break command data
Match JSONOptions between Breakables.ApplyBreakCommands and Model.GetData
ResourceTypeAttribute vsnap
Delete breakable_door_model node
Delete Model.GetBreakParicle
write FGD structs for modeldoc only once
FGDWriter can write ModelBreakCommand to modeldoc fgd
Added Library.GetType( string )
Added Model.GetBreakCommands
Breakables class runs BreakCommands, added ModelBreakParticle break command
Industrial light - large light for construct warehouse
Merge branch 'master' of sbox
Expose and doc more on WorldInput public class; UseMouseInput allows nice usage with Input.Cursor rays
Generate valid addon folder name in s&box.sln for linux
Switch sln & csproj generation to use relative paths
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
Optimization pass for shader when they're not dev shaders
Remove debug optimize guard
Fix light constants not being filled properly if not using cascade light, use data from baked sunlight from lightbinner
MoveHelper: Nudge move trace endpos along normal by a small margin to avoid next movement thinking we started in solid, stops movement from getting stuck so often
Add Vector2.Distance and Vector2.DistanceBetween to stay consistent with Vector3
Don't let the engine mess with player movement when standing on a pusher
Added gradient circle additive effect material
Simple dev ladder tileset
https://files.facepunch.com/louie/1b0911b1/sbox_gtlRLpsAJC.png
Fix some incorrect SCSS parsing on UI tests
Added some helpful effect materials
Added Sticker overlays
https://files.facepunch.com/louie/1b0911b1/sbox_vEmU2PkVoN.png
Merge branch 'master' of sbox
Maintain CRLF line endings in FGDs + remove trailing whitespace
Update base.fgd
Added SCSS transform: skew, skewx, skewy
https://files.facepunch.com/ognik/1b1011b1/2021-11-00_53-21-7df47bce-2801-4ecc-8566-8593482305e5-qKyC3FrM.png
SetProperty fallback on [Property] attributes, fixes map entities not working from having their properties not set
M_PI2, M_INVPI, M_INV2PI & PolarCoordinates for proceedural.hlsl
Shotgun aim matrix attachment moved to bone in separate hierarchy + adjusted poses
Merge branch 'master' of sbox
shaders/common/proceedural.hlsl for useful shader funcs
Noise:
- FuzzyNoise
- ValueNoise
- Simplex2D
Masks:
- Checkerboard
- Circle
- Ellipse
- Square
- Rect
UV transform helpers
- TileUv
- OffsetUv
- TileAndOffsetUv
Generator error if you try to [Net] a static property
INetworkSerializer.Read: use ref of NetRead
NetWrite.Write don't try to blindly write ref or containing ref types
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
Fixed & Updated Lamppost prefabs with prefab controls
Water foam, water caustics
Fixed streetlight electronics missing material in model
Low wood fence tileset
https://files.facepunch.com/louie/1b0811b1/sbox_F6dd7AA7BQ.png
Metal fence panel tileset
https://files.facepunch.com/louie/1b0811b1/sbox_6ZqG5F5QKp.png
backdrop-filter: sepia & filter: sepia. Simplified color matrix logic
Obsolete Client.UserId - no-one knows what it's for
Remove PlayerScore - been obsolete for long enough
Update Api.cs
Add color parser desaturate, saturate
Show save status on save button in edit game form
Change Client.SteamId (ulong) to Client.PlayerId (long)
SetProperty doesn't require it being marked as [Property]
Whitelist System.Web.HttpUtility, System.Collections.Specialized
Added GameServices.Leaderboard.Query
Fix console logging sometimes being in a permanent error state
Added query support for NaviatorPanel
Boilerplate leaderboard view
iterate on water, start working on underwater fog
metal fence - added 32 wide version for tileset use
Merge branch 'master' of sbox
Bollard tileset
https://files.facepunch.com/louie/1b0811b1/sbox_Rw1YbxLJcH.png
sat dish - Dish body, arm & mount to allow mappers to move to any angle they want
Fix busy overlay
Error label, fix success redirect path
Assert menu
Redesign addon creator, make it its own page
Strip away org shit for now
Minor adjustments
Cleanup
Simplify, hide org sidebar