20,227 Commits over 1,522 Days - 0.55cph!
sbox_game tier0
Stop thread console spew on startup
Use TextBlock for TextBlock
Fix Filesystem.FindFile needing initial slash
Moving these fonts to addons
Custom font support
font-family cascades properly
Turns out for clientside entities to animate the graph nodes need to all be set to ClientSimulate
thumb_up
120
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6
Removed debug
Buffer active child setting so we can get reliable callbacks
Replace old broken viewmodel code with new broken viewmodel code
css cursor: pointer etc works
IMenuSystem cleaning
Compile notifications
Stylesheet parsing errors show file and line
left, right, top, bottom transition
background obeys opacity
Fixed DevUI - exception notification
CEntitySpawner - spawn by name if spawning by name
Cleaning, vprof'ing ui
Cleanup, Fix Tests
border-left, -right, -top, -bottom
Unused
Moving as of yet unused old layout stuff into ui2
Manage.cs is unsued
Fix menu addon
Disable panorama/clientui stuff in vpc
Don't include all this UI stuff
Always return true in RenderCoordination_EngineIsRenderingThisFrame to always render viewport when when not focused
Added text-align
Menu nav spacer
Layout uses Yoga
Merge branch 'master' of sbox
Cache text measurements
Rect.Contract had left/top swapped
Added align-content, align-self, align-items
Add compiled version of construct blockin with water
Fixed border radius order
Added Panel.DeleteChildren
Layout Test
Merge branch 'master' of sbox
SelectionIndex/SelectionSub
Inventory selection (with temporary hacks)
Merge branch 'master' of sbox
Update generated css files for console to fix resize indicators and responsiveness
Add test_water.vmap
Merge branch 'master' of sbox
Stripping some unneeded bot code
Making HasAmbientOcclusionProxies non const
Entity.FindByIndex
Fixed mousewheel being fucked
Added UserInput.SelectedEntity
Added Entity.IsValid() which also checks for null
Delete inventory contents when dying
HUD boilerplate
Delete in game ui after leaving game (this isn't proper but it works)
position: absolute - right and bottom
Panel Tick
Box shooter
Fixed shadow spread
Fix display: none behaviour
Cleanup debug shit
dm player: Add gun to inventory on spawn
border-left test to remind me to make this work
Rotate grabbed physgun object with owner yaw
TraceResult returns physics body and shape hit
Add implicit casts from joint types to physics joint handle
Split physics related enums into their own files
Tweaking cssbox so it doesn't have big borders when there's no border 🤦♂️
Render background if it has a border, even if it has no background color
Fixed colour equality shit
border: 0 should set the border sizes to 0, not null
Color Parser test
Fixed Border size tests to reflect new behaviour
Styles
Merge branch 'master' of sbox
Move target distance with mouse wheel
Mouse wheel part of UserCmd/Input
Merge branch 'master' of sbox
Added KeyModifiers
Text selection
Added Panel.MousePos
Added Label.GetLetterAt( pos )
Send an onmousemove to active element
Added Label.ShouldDrawSelection
Added TextEntry mouse drag selection
Lable: don't be 0,0 if string is empty, be the normal line height
Only count as a double click if the cursor didn't move significantly
Added Panel.OnDoubleClick
Select word if double click
Merge branch 'master' of sbox
Physics joints and bodies can remove themselves by going through the physics world
Expose some parts of physics world
Add WithBasis helper to joint builders. Add Rotation.Conjugate
Add WithPivot helper to joint builders
Set :focus selector on focused element
Added OnKeyTyped
Focus element on click
TextBlock.GetCaretPos
Rect.ToString
Panel.HasFocus, HasActive, HasHovered
Focus on mouse down instead of click
On KeyCodeTyped convert to buttoncode before passing it to managed
Added Panel.OnButtonTyped( buttonname )
Fixed NRE in Panel.Switch
Added UI.Renderer generic DrawRect for caret rendering
TextEntry boilerplate
Merge branch 'master' of sbox
increase aoproxy size for boxes a little bit
Add CompileShaders and AllowDynamicShaderCompile to MaterialSystem2 interfaces, add method to compile single shader
Add EShaderState
Implement EShaderState rather than just bValid and show uncompiled shaders on shader list, compile them when selected
Run ShaderCompile_CompileShaders method rather than the mat_compileshaders concommand
Fix bug where met would think dynamic shader compiler would be enabled by simply VfxDll being loaded
Implement ShaderCompile_CompileShaders() for a single string
Merge branch 'master' of sbox
Suppor border: none
If a length doesn't have px or %, assume px
Added style.BorderWidth, style.BorderColor
Add UI scaling
Merge branch 'master' of sbox
Update Microsoft.NET.Test.Sdk
Don't scale ui by default because it breaks all the tests 🤦🏻♂️
nuget updates
Merge branch 'master' of sbox
Solid weld proof of concept testing code
Add AO proxies to a bunch of Citizen props
Double the length of aoproxy distance calculation
Bind physics shape and shape cloning (collision merging)
Border radius, shadow shit