20,762 Commits over 1,522 Days - 0.57cph!
Added FontFamily property
Changing how layout works
Flow layout
Unbind Panorama
Unbind UIWantsMouse/UIWantsKeyboard
Make Sandbox.Game internals visible to Sandbox.Test
Allow access to System.NotImplementedException
Replace UI with UI2
StyleParser is internal
StyleSheet.FromFile, StyleSheet.FromString
Support element selectors + tests
Support rgba( #ff0, 0.5 ) format
Warn on unhandled style property
Menu fixes
Panel.AddEvent works again
Panel input handles layered root panels
Added Panel.SetClass
Added Opacity style
NulLCheck in Texture.Destroy
Added position, handle absolute + test
When adding/removing a class, dirty styles recursively
Bind some of GameUIService
Handle allowing buttons and mouse to go to the game
SetHovered( null ) on game mouse
Override game buttons if in menu
Refactor for clarity, bit of documentation
Stylesheet hotloading
Added InputFocus
Added EventQueue, ButtonEvent
Remove some debug spam
Merge branch 'master' of sbox
Iterate on postprocessing manager
Add mdsfgen
Remove duplicated freetype and skia from msdfgen
Clean up more stuff from mdsfgen
Add VPC and more cleanup
Ignore some warnings
Add mdsfgen to groups
Add dragbars to console
Better align dragbars
Make console responsive
Merge branch 'master' of sbox
Rename all texture config types Create to Finish
Add stubs for the rest of the joints (conical, generic, prismatic, spherical, spring)
Bind everything that can be get/set on a revolute joint after it's created via a joint context
Use vertex and index buffers directly for UI render to cut out a lot of bullshit and so they're easier to bind
Add helper for getting texture from resource handle. Bind FindOrCreateFileTexture
Allow render attributes to be set from C#
Switch to Skia
Merge branch 'master' of sbox
Stop material from setting sampler state when rendering UI so it can just be set once before render
Add callback after updating ui render state so sampler state can be set
Add sampler state bindings
Update UI2Test
Added float.CeilToInt
TextBlock implementation
Add Texture.Destroy
Cascade the font color and size
TextureBlock cleanup
Added UI2Test.Enabled
Sandbox.Manage isn't used anymore (kind of)
bind ISceneView.GetMainViewport
Changed RootSize to RootBounds
Hovering
Clicking
Citizen crouch blend
Added Texture.Update( IntPtr, ... )
Added UI2
Added UI2 Tests
Added Vector2.Distance
Changed float.Lerp to float.LerpTo
Merged Color with ui2 version, adds more advanced parsing, webcolor names
Moved Length to Sandbox.System
Merged Rect with UI2 Rect
No need for this time class now
Added Rect+Vector2
Added RenderContext class
Styles.Set allows multiple styles
Don't crash if renderer doesn't provide a text block
Interop: Fixed cref not working with ref
Bind Plat_ScreenToWindowCoords, Plat_WindowToScreenCoords
Added EngineLoop.HandleInputEvent - allow managed to take the first chomp at input
UI2Test
Update RenderingManager.cs
Add stub ReadEVfxFile
Iterate on postprocess base
Pass color buffer RT to post processing layer
Use FindOrCreateMaterialFromResource instead of the JIT method for post processing base
Remove debug PP creation from postprocessmanager
Merge branch 'master' of sbox
CoreCLR startup, add the platform runtimes folder to the search path
Include System.Drawing.Common
Merge branch 'master' of sbox
Allow subrect texture updates
Initial support for updating texture data
Fixed rendering everything in translicent pass
Disabled the rest of the ApplyScaleAndMirror stuff that is making modeldoc all wrong
Fixed GetAttachment returning uninitialized bullshit when attachment not found
Added Drop, View, Menu to InputButton
SceneObject DisableRendering if EF_NODRAW
Fixed animgraph crash when setting model to null and back
r_drawviewmodel works
More viewmodel work, still hate it
Added BaseWeapon
Merge branch 'master' of sbox
Strip some bullshit from image format enum
Ensure texture config has at least 1 mip level
Clean up texture api from feedback
Texture.Make2D() should be Texture.Create( width, height, format optional default to rgba8 )
The .AsRGB8() stuff should be .WithFormat( formatenum )
The .Mips should be WithMips()
.Create has a lot of info on it that should probably be on the builder, like .WithData(), .WithName()
Update sandbox.client.win64.vdf
Do stackalloc in DrawQuad
These dlls and pdb's are in sbox_game - so don't include in repo
add cl_predicty toggle
Add AsRGBA8 to 2d texture config
Allow managed texture to be passed through to binds that use resource handles
Test textures work and can be rendered (they do)
Allow texture data to be passed through create func of texture config
Make config stubs for the other texture types (3d, array, cube)
Add render target flag when creating render target textures
Add multisample modes to TextureRenderTargetConfig
Rename TextureCreationConfig to TextureCustomConfig
Add the other texture usage modes
Initial support for creating textures (of any type) in managed
Fix sunlight shadows not working without -tools
Fix AccessControl NRE on generic return types (maybe some others)
Cleanup ModelEntity
Remove ViewModel layer flag if no longer wanting to draw on that layer
Viewmodel Experiments
Added TransmitType.Owner - to only transmit to entity owner
Clothes fixups
Pistol Viewmodel fixups
If deleting a client entity, delete its children too
semi auto pistol viewmodel fixes
Replicate entity's properly
Added Entity.EnableViewmodelRendering to render shit in the viewmodel pass
Don't create viewmodel in native, we got this
Added Entity.GetAttachment( name, worldspace )
Added Game + Player.PostCameraSetup