22,418 Commits over 1,614 Days - 0.58cph!
Temp disable multiview rendering to fix VR rendering until we fix VR shaders
Hammer: Fix RT baked lighting preview
Report image decoding exceptions nicer
Report EventSystem invocation exceptions nicer
Hammer: Fix image plane drag drop not stripping off prefix, causing assert
Fix NRE in NavigatorPanel
Fix missing 'using' in FGDWriter
Remove no longer needed interop methods
FGDWriter can use ComponentModel.DisplayName & JsonPropertyName Attributes
ComponentModel.DisplayName replacing Property.Title
JsonPropertyName replacing Property.Name
If a class as no properties with [Property] attribute, all properties will be exported to .fgd
Delete ParticleAttachmentType
Switch ModelGameData back to JSON for deserialization
Update BasePathNode.cs
Add Global.IsToolsMode
Hide force start game button if not in tools mode
Templates create their children first, so that OnTemplateSlot will get called on their parents before the parents attributes, which seems like a better way around
Fixed panel overlays staying open after console closed
Fix exception on copy text
Fixed PanelEvent propogation not stopping when returning false in method with no arguments
Added base style for navigator to be functional
Navigator panel can take a navigator-canvas which indicates the slot to be in, removed need for 2 layers of panels, fixed NavigateReturnEvent logic backwards
Refactor menu so we can have navigator in game screen
Avatar page fix
Leave lobby button change
VirtualScrollPanel item size takes a Length width/height
Panel Template Slots can be deep
VirtualScrollPanel.ItemSize fixes
Game map selector tweaks
Fix warnings
Don't get an input layout for compute shaders
Preliminary support for custom constbuffers
updated lamp_post components so they snap to hammer grid better, Added bollard_bar_balljoint
Rebuilt lamp_post components collision and recompiled, added bollard_bar_balljoint to bollard textures / materials, set up lods and collision etc and compiled
Merge branch 'master' of sbox
Clean up panel deferred deletion: will delete same frame if no :outro transition
Don't tick panel children if parent isn't visible (reduces paranoid impulse to add IsVisible checks to Tick for perf)
Allow the use of textures in compute shaders
https://files.facepunch.com/ognik/1b2911b1/2021-10-17_32-59-e228ef3e-d07c-4346-9202-74b54fc59800-xJLVQ6PQ.mp4
Fix local client's steamid being incorrect serverside in singleplayer games
Citizen/animgraph: fixed incorrect parameters on wish_x/y/z and missing y
Obsolete Model.GetJson, GetData(str), HasData(str)
Update ModelExtension.cs
Intruder alarm 1 - added intruder alarm and LODS
Merge branch 'master' of sbox
intruder alarm 1 - added thumbnail and tweaked size
Cleanup
Fix Model.GetData<>() not working with structs
ModelBreakPiece works with Model.GetData<>()
FGDWriter can output classes as "choices" selector in tools
This is a workaround to be able to use strings as data in fgd choices type, which c# enums do not allow.
Move 'particle' (particles_list) modelgamedata to c#
Hammer: Initial bevel tool https://files.facepunch.com/layla/1b2811b1/DYeOzII5Or_Trim.mp4
More strict usage for AutoGenerate, FGDType and BitFlags attributes
Classes can dictate their own FGD type via FGDTypeAttribute
(So you don't have to put the attribute on every property every time)
Rename ParticleAttachment fields to be consistent
Security shutter - painted tintable variants and none tiling version of materials for some models
Merge branch 'master' of sbox
Only show city if it's different to state
Remove api debug
Don't RegionInfo Country
Lets just use a long for UserId here, since it is one everywhere anyway
Cache favourite packages, played packages
Add int.FormatWithSuffix()
Added Local.PlayerId (obsoleted Local.SteamId)
Use new Api URLs
Add Client.FetchGameRankAsync()
Show wins/losses/draws for facepunch.pool
Remove the need of a geometry shader, use domain shader instead
Move door_sounds modelgamedata to c#
Move prop_data to c#
Update models_gamedata.fgd
Move explosion_behavior to c#
Initial work for distance based tessellation
Additional logs and tests
Don't bother calculating vPositionPs
We do it in the GS, no point wasting time with it
Added wave amplitude, geometry shader waves
security shutter- non tiling models no longer use tiling texture and shutter curtain is now flat not bumpy
Merge branch 'master' of sbox
Security shutter - top middle section offset removed
Simplify to YogaValue.Point
PushRootLength & cleanup font scaling
Revert "Fix world panels taking input priority over screen panels"
This reverts commit d4f9e18564950dc7d1119fb0f564f03da8df8c1b.
Clear a panel's input focus when it is deleted
Whitelist
System.Collections.ObjectModel.*
System.MidpointRounding*
System.Runtime.CompilerServices.IsByRefLikeAttribute
System.EventArgs* & System.EventHandler*
Trace: Fix AnyTags behaving same as AllTags, WithoutTags accepts multiple string params
[DONT MERGE] Update construct wihtout water model to test new water rendering
Initial water work
Initial work for watersplash compute shader
Texture.Load respect warnOnMissing when FileNotFoundException is thrown
If no FOV is set by Camera use the default one from engine CameraSetup (default_fov convar)
Stop engine forcing default_fov to 70 every frame
Video settings:add default fov slider
Raise OnValueChanged when TextEntry is modified with ctrl + x
Fix world panels taking input priority over screen panels
Delete IModelGameData, Add ModelDoc.GenericGameData Attribute