21,422 Commits over 1,552 Days - 0.58cph!
Text tweak
Panel children sorting
Friend list ordering
Fixed redrawing text for no reason
Update baseaccess.txt
Classes use HashSet
Design tweaks
Update steam_api64.dll
Adding Facepunch.Steamworks
steam_client forwards steam callbacks, so we don't have to fuck about with shit
Remove old manual steam stuff and use fpsw instead
UserData + Replicated Convar binds
ui_text shader alpha fudge
DeleteChildren can trigger outro's too
Update Sandbox.Test to use preview packages
Fixed multiple nested &selectors not always working
Tweaked transition behaviour, so we can transition from "current" height etc
Added :outro selector, which a panel will set on deletion, and will delete properly after transitions are finished
Added :intro selector - which is automatically added for the first frame of a panel's life - allowing easy creation of intro transitions
Hotreload using mat_compileshaders instead of mat_reloadshaders
ScreenQuad with margin
Update Margin.cs
moving UI materials into addon
Fixed crash in CTextureManagerDx11
Added TextShadow to UI tests
Updated shaders
Box shadow tests, fixes
ui_cssbox cleanup
Pass the transform matrix to the shader
Detect change and launch shader recompile from C#
Placeholder dev_notice_add for sam to add progress
Added RealTimeUntil
Fixed console commands not always working in menu
Made dev notices more generic (so we can use them for shader compiles)
Fixed layout propogation
Matrix.Identity fix
Added transform property
Transform rendering wip
Transform transitions
Bind Matrix
Add RenderContext.SetMatrix
Remove unused
Add Rect.Center
Added Style.SkipTransitions
F keys are game buttons, run binds even when in the menu ui
UI test cleanup
Dedicated server console output now kicks ass
Restore and Save the predicted vars from c++ around simulation
Update sandbox.entity.def
Merge branch 'master' of sbox
Finish cheap ocean shading, update test_water vmat
LastButton prediction fixes
Added Time.Tick
Fixed dedicated server errors
Don't bother with the assetlist right now
Alternate replication attributes, Net, NetPredicted, NetLocal and NetLocalPredicted
Write the other network var groups
Added SbDataTable
Bind DataTable
Move network data get/set to DataTable object
Fix citizen walk speed not networked
Merge branch 'master' of sbox
Fixed dark outline around text
Iterate on water, start shading it
Merge branch 'master' of sbox
Add Transform.Zero
Merge branch 'master' of sbox
Fix auto shader compiler not working on addons
Support multiple box-shadow
Aadded text-shadow support
Text shadow shader (broken as all fuck)
Merge branch 'master' of sbox
Water, WaterSea and WaterVolume
Add TransmitState to managed
Add TransmitState to Entity
Re-enable Material.Create, let me know later why I shouldn't do this yet
Merge branch 'master' of sbox
Don't bind UpdateTransmitState since that's implicit
Fix shader compiler progress spewing beyond 100% on consecutive compiles
Gotta reinitialize these too
Set custom material name on CreateRawMaterial
Update shadertest map
Update construct blockin with better computed lighting
Add stub for Sbox VSCode extension
Iterate on water
Update gitignore
Unbind Set/GetTransmitState, redundant as there is TransmitType
Add sbox_water shader and screen aligned planes
Warn when a shader file is empty when processing it
Update test_water with our sbox_water shader
Remove old code from WaterSea and WaterVolume
Fix projection on sbox_toolgunball looking weird
Merge branch 'master' of sbox
Moved ViewModel logic to BaseCarriable (should it be BaseCarryable????)
Don't recompute skeleton during entity deletion
Added Entity.IsFirstPersonMode
Gun adds effects to viewmodel only in first person mode
Fixed viewmodels not showing up in demos
Clean up native viewmodel rendering code
Only draw viewmodels if IsChildOfViewEntity
Fixed double viewmodel on start recording demo
Added Panel.Delete()
Delete HUD properly when HUD entity is deleted
Use prediction rules when broadcasting rpcs
Only UsePredictionRules if GetPredictionPlayer exists
Cleanup
Added IBaseInventory
Added BaseInventory (in addon code)
Added BasePlayer.TickActiveChild
Added Entity.IsActiveChild()
IBaseInventory takes care of dropping, picking up
Update Viewmodel Positions in Gamemode's PostCameraSetup
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
thumb_down
6
Removed debug
Buffer active child setting so we can get reliable callbacks
Replace old broken viewmodel code with new broken viewmodel code