10,450 Commits over 883 Days - 0.49cph!
Can select by clicking in the sceneview
Add DockManager.Clear() - to clear and reset to default values
Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor
Update cached resource value when saving to disk/memory
Add Namespace, FullName to TypeDescription
ComboBox correctly changes the CurrentIndex when changing CurrentText
Made DockWindow.CreateDynamicViewMenu public
Make PropertySheet.AddProperty public
Fix crash in ToolWindowManager.Clear
Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources
This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added
EntityPrefab GameResource
EntityPrefab tool addon
Mark Model as a EntityPrefab.Property
Can define csproj name in project settings
Don't save package in addons..js
Add EntityPrefabEditor not as an addon
Re-organize addon
Model preview, entity positions
Set local positions when spawning
Add BBox.AddBBox
Zoom out to focus on all of the sceneobjects
Fix backwards compatibilty
Support Entity Tags
Added SceneObject Model setter
Transform.ToWorld & ToLocal use Scale, added tests
Transform.ToWorld/ToLocal takes scale into account when transforming position
Indicate save status
Entity copy/paste
Fix wrong name in def file
Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic
Fix entity guids not serializing
Debounce the change function
Add Entity.Prefab, PrefabRoot,, PrefabGuid
Add extensions
Fix regular c++ tools not opening
Fix treeview selection stopping short
Clean up entity node
Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4
Don't create these unless we need them
Only return valid sceneobjects
Keep tree in sync with the scene
Highlight renderer
Add some api comments on tracing
Add TypeDescription.HasAttribute
Classes that can be used as prefabs need to be marked with an attribute
Can add/remove components
Component spawning/updating in game
Put a simple TraceSSRWorldRay function with TraceResult_t in pixel.raytrace.ssr
Finish reprojection, cleanup entire code, iterate on denoise
Component spawning/updating in game
Can add/remove components
Add TypeDescription.HasAttribute
Classes that can be used as prefabs need to be marked with an attribute
Manually update presence when we get ServerInformation, fixes rich presence not being updated when joining existing servers
Support Rich Presence for active gameserver
Add some api comments on tracing
Citizen/animgraph: added an additive pelvis component to locomotion leaning
Keybinds raise onchange event
Added tooltips to current game / map / addon rows, changed map row icon
Changed lobby frontpage style a bit, added with-hover so we get visual feedback on textentries
Minor changes to CurrentGame component, clicking current game / map will open package modal
Added disabled attribute to TextEntry
Only return valid sceneobjects
Keep tree in sync with the scene
Don't create these unless we need them
GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag
Only ITagSet is a public interface, hide everything else away
concrete bollard
more grime and small shadow gap at base
hydrant marker
-increased saturation of yellow
Merge branch 'master' of sbox
Stop watching assemblies swapped with null
More compiler name consistency fixes
Skip assemblies that depend on a swapped assembly
Warn when two versions of the same named assembly are watched
Log all hotload messages if hotload_log >= 2
Include build number in runtime compiled assemblies
To help with debugging
Made Hotload.WatchedAssemblies / Hotload.WatchedInstances private
Clear invalidated cached fields in DefaultUpgrader on hotload start
Hotload logging tweaks, package assembly names include version
Simplify auto-watching logic when replacing assemblies
Fixed failing hotload test, better swapped asm reference check
Unwatch assemblies swapped with null
Added hotload tests for auto-watching assemblies
Initial commit / backup
Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one
remove unused HasTag overload
Support "world" tag to render only or exclude static objects and hammer geometry
Typo
Include/exclude sunlight and other lights according to set tags
Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
Let's respect the camera's exclude / render tags in HighlightRenderer
Add tag checks in DrawSceneObject too
Remove unused GetTags overload
Remove unused
ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
Add SceneWorld.Trace https://files.facepunch.com/layla/1b2711b1/sbox_PO0xzq1ukb.mp4
Stop watching assemblies swapped with null
More compiler name consistency fixes
Skip assemblies that depend on a swapped assembly
Warn when two versions of the same named assembly are watched
Log all hotload messages if hotload_log >= 2
Include build number in runtime compiled assemblies
To help with debugging
Made Hotload.WatchedAssemblies / Hotload.WatchedInstances private
Clear invalidated cached fields in DefaultUpgrader on hotload start
Hotload logging tweaks, package assembly names include version
Simplify auto-watching logic when replacing assemblies
Fixed failing hotload test, better swapped asm reference check
Unwatch assemblies swapped with null
Added hotload tests for auto-watching assemblies
ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
Citizen/animgraph: added a lean component based on your input movement (wish_* parameters) to standing locomotion, improving 3rd person game feel a little bit
Add Language.GetPhrase( textToken, data )
Use GlobalLobby to get a roundabout player count, display it in main menu
Reduced border size on party deck
Fix regular c++ tools not opening
Fix treeview selection stopping short
Clean up entity node
hydrant marker
updated sign texture
hydrant marker
- texture bug fix
metal wheely bin
wip
concrete bollard - meta
Merge branch 'master' of sbox
Remove unused GetTags overload
Add tag checks in DrawSceneObject too
Changing the path here - because obj.ResourcePath doesn't work?? Might need @handsomematt to review this logic
Fix entity guids not serializing
Debounce the change function
Add Entity.Prefab, PrefabRoot,, PrefabGuid
Add extensions
Let's respect the camera's exclude / render tags in HighlightRenderer
Include/exclude sunlight and other lights according to set tags
Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
Entity copy/paste
Fix wrong name in def file
Added SceneObject Model setter
Transform.ToWorld & ToLocal use Scale, added tests
Transform.ToWorld/ToLocal takes scale into account when transforming position
Indicate save status
Fix backwards compatibilty
Support Entity Tags
Add DockManager.Clear() - to clear and reset to default values
Add [EditorForAssetType] - used in conjunction with IAssetEditor, means we can have different editors to the inspector editor
Update cached resource value when saving to disk/memory
Add Namespace, FullName to TypeDescription
ComboBox correctly changes the CurrentIndex when changing CurrentText
Made DockWindow.CreateDynamicViewMenu public
Make PropertySheet.AddProperty public
Fix crash in ToolWindowManager.Clear
Make Json.Serialize and Json.Deserialize return the string value when dealing with Resources
This only really needs to be like this because it can't be a string in a string, because then the resource system won't detect the resources so dependencies won't get added
EntityPrefab GameResource
EntityPrefab tool addon
Mark Model as a EntityPrefab.Property
Can define csproj name in project settings
Don't save package in addons..js
Add EntityPrefabEditor not as an addon
Re-organize addon
Model preview, entity positions
Set local positions when spawning
Add BBox.AddBBox
Zoom out to focus on all of the sceneobjects
Set local positions when spawning
Add BBox.AddBBox
Zoom out to focus on all of the sceneobjects
Fix VR startup crash on AMD
Make lobby rich presence better favouring game lobbies over parties
ui early cull with global matrix, not local matrix and make sure matrices are resolved before culling occurs
PanelRenderer transformed panels with clipping set their software scissor to AABB, whilst keeping the shader scissor untransformed until render
Scope the clipping code to keep better track of the scissor and gpu scissor, fixes issues with nested transformed clips which were more common then I thought
Fill in and apply default settings
Unwatch assemblies swapped with null
CItizen/animgraph: converted the "melee_punch" branch to the newer compositing. (See commit description)
This fixes the biggest long-standing problem of this holdtype branch: the upper body going completely sideways when looking up and down WHILE moving. However, the way the pre-composite group is laid out and computes its 3 outputs has a couple of core assumptions that are broken by this: 1) the melee_punch idle is animated, instead of being a static pose, and 2) attacks should probably (?) be in the pre-composite. These 2 things don't mesh well with the established order. So there are a couple "bugs": attacks go 45° sideways while ducked, and the composite is a little off in some scenarios... but overall it's still a significant improvement for the time being.
Voip volume setting
Add voip volume getter to game preferences
Made Hotload.WatchedAssemblies / Hotload.WatchedInstances private
Clear invalidated cached fields in DefaultUpgrader on hotload start
Hotload logging tweaks, package assembly names include version
Simplify auto-watching logic when replacing assemblies
Fixed failing hotload test, better swapped asm reference check
Switch various game settings to button groups
Add glass.is-label, apply it to all settings labels
Give each page its own save/restore buttons + highlight the button when changes are made
Don't apply keybinds until save is pressed
Controller configuration buttons
Controller configuration buttons
FGDCurve doesn't error when given empty input string
Output voip on voice layer, add voip_volume convar