17,146 Commits over 1,308 Days - 0.55cph!
Generate FillDefaults() function, call inside PreLayout.BuildFinal, add Length.Undefined
Strip IAttachmentOverride
Fix attachment lookup using old/unused view
Strip GetPlayerViewSetup() related paths - none of this was working anyway
Restore default_fov
Strip IVModeManager
Remove unused + unneeded Graphics callbacks
Remove IPhysicsWorldEventListener
Render physics debug worlds if enabled
SceneCamera Tonemap (#1251)
Add tonemap properties to SceneCamera
Stricter Rotation.Angles() tests
sboxgame/issues/3984
Remove all the player stuff from CViewId, give each camera a CViewId (debatable whether CViewId is needed)
Don't spam "CTextConsoleWin::GetLine: !GetNumberOfConsoleInputEvents"
Fix dedicated server crash
Add dedicated server test to ci workflow
Fix Vector3.ToScreen not working as it did before and breaking lots of stuff. Implement backwards compatibility and evaluate if this is the right solution later.
Add the remaining tonemap properties
Experiments with layering cameras and multiple viewports
Remove unused spherical vignette from renderingpipeline and core shaders
Unused viewport shit in camera renderer
CCameraRenderer inherits SceneCamera Name for debugging
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Turn BaseStyles members into a table containing type, default value, and inheritance state, generate BaseStyles.Defaults
Auto-generate layout cascading based on inheritance state
Use BaseStyles.Default instead of hardcoding defaults
Similar to `css-defaults` branch but this does it better - so I'm
deleting that in favour of this.
Rather than hard-coding the default value every time we fetch it:
```cs
var value = Styles.BackgroundColor ?? Color.White;
```
We should be doing something like:
```cs
var value = Styles.BackgroundColor ?? Default.BackgroundColor;
```
Provide default values as fallbacks for style transitions, use LerpProperty inside BaseStyles.FromLerp
In FromLerp, check if the property we're trying to change is actually changing
Prevents us from stomping property changes when a transition is running
with `transition: all` if you have an animation running simulataneously
Move default styles into `DefaultStyles`, make everything readonly
VirtualScrollPanel uses DefaultStyles
Only use fallback inside Lerp functions if from/to are null
Move null checks into Lerp functions, remove logs
Tidy up, use same code path for lerps
Refer to default values in docstrings, inherited/cascading values lerp to their initial `from` values if `to` is unset
Merge fixes, Name -> TypeName
Allow local packages in game menu if we are not ourself a remote package. Fixes sboxgame/issues#3614
Initial support for `calc( ... )`
Length.Calc (LengthUnit.Expression), evaluate on demand
Add failing test for nested calc (`calc( ... + calc( ... ) )`)
Add support for nested `calc()` statements
Do GetPixels inside calc functions (for percentages)
Division by zero throws correct DivideByZeroException
Tests & support for invalid syntax, constants (e, pi, nan), scaling percentages
Remove token count check, will need to re-think this validation later
Rename test class to CalcTests, clean up
Check if length unit is expression & evaluate on demand
Implicit eval
Pass parent property values into ToYoga() for calc
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Un-obsolete Rotation.Random, fix Angles.Random
Get rid of "Unit" in random extensions, replace "From" with "Inside"
Random.Rotation() / Random.Angles() documentation fix
InsideSphere -> VectorInSphere etc
Add `extents` parameter to VectorInCube / VectorInSquare
Vector2/3.Random is now inside a unit circle / sphere
Rotation -> Angles -> Rotation test
Fails because of #1250
Deal with singularities in Rotation.Angles()
Fixes #1250
Sandbox check more unmanaged types
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Implicit eval
Pass parent property values into ToYoga() for calc
Rotation -> Angles -> Rotation test
Fails because of #1250
Deal with singularities in Rotation.Angles()
Fixes #1250
I didn't actually delete the debug output
Lets remove these stream extensions while they're not being used by anything since they will probably cause us some trouble in the future
Don't set ITonemapSystem ptr if tonemap is disabled on scene camera
I forgot to remove all the debug output
Sandbox bytes to value conversions
Add SceneCamera.Tonemap.Enabled and SceneCamera.Tonemap.Rate via accessor
Noodling with nodes
More noodling
WIP blueprint node interface
Fleshed out NodeType
Out Of Game Rendering + Custom Map Loader Api
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Un-obsolete Rotation.Random, fix Angles.Random
Get rid of "Unit" in random extensions, replace "From" with "Inside"
Random.Rotation() / Random.Angles() documentation fix
InsideSphere -> VectorInSphere etc
Add `extents` parameter to VectorInCube / VectorInSquare
Vector2/3.Random is now inside a unit circle / sphere
Remove vmpi lib from vfxcompile
Remove vmpi lib from vfxcompile
Hook up MainViewOrigin() etc for backcompat
Clean out g_pView
Refactor
Remove now unused code
Increase network protocol
Remove debug output
WorldTextEntity: Hammer gizmo uses specified color too
Stats.GetPlayerStats uses steamid parameter
Fixes sboxgame/issues/issues/3766
Add Entity.IsPawn
Fixes sboxgame/issues/issues/3927
Add SteamInput manifest file for deck
At the moment, all it does is make the right trackpad work
Citizen/animgraph: improved jumping feel by making the body & legs lean towards the landing direction
This exploits the system used to partially reflect your input while airborne, but it now *reverses it* once the initial jump impulse is over. https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2021-51-46.mp4
Delete info_spawngroup_landmark & info_spawngroup_load_unload, never worked and we'll think of something better after meld
Delete info_dynamic_shadow_hint & info_dynamic_shadow_hint_box - unused
Delete env_spherical_vignette
info_overlay editor only c# definition, remove .fgd entry
info_notepad editor only c# definition, remove .fgd entry
remove func_instance fgd, unused
Trim some fat from the .fgd
Physics awake list uses aggregate instead of skeleton, cherry picked to make meld easier
info_cull_triangles .fgd -> c# editoronly def
Fix oopsie on info_overlay
visibility_hint .fgd -> c# editoronly def
Clear a bunch of these native -> nice conversions
Delete native point_worldtext
Remove game rules proxy entity, whatever that is
Fix asset spray tool model selection not working
Native can set managed asset picker initial search filter, material editor uses this for _color shit filtering
fuck off mysql_wrapper
Can right click textures for managed asset menu in met
Whitelist System.Threading.Tasks.Task.ContinueWith and System.Threading.Tasks.TaskContinuationOptions
closes sboxgame/issues/issues/3751
Delete env_clock and resourceprecacher
Delete keyframe_track and move_keyframed
Delete spatialentity and env_ambient_light, not even in the build
Delete some more unused client headers
Delete damagemodifier
Fix fgd dying because of func_instance line
Remove unused manual base address setting
Fix minor typo in vpc
WorldTextEntity draws its text in Hammer & added GIzmo.Draw.WorldText
Merge branch 'master' into oog-rendering
These transform scopeguards add complication where it's not needed
Don't assert on MATERIAL_LIGHT_POINT mixed light, just ignore it
Remove unused manual base address setting
Fix minor typo in vpc
WorldTextEntity draws its text in Hammer & added GIzmo.Draw.WorldText
Editor window for vtex
Load vtex from kv3 so we can load from json
Serialize a test texture to test loading from json
Deserialize texture file from vtex
Serialize and write to file on save
Add "Create Texture" to image context menu
Rename test class to CalcTests, clean up
Check if length unit is expression & evaluate on demand
Tests & support for invalid syntax, constants (e, pi, nan), scaling percentages
Remove token count check, will need to re-think this validation later
Remove unused CreateWorld arguments
Simplify MapLoader, reduce mentions of Entities
Create a new camera on reset gamemenu env
Fixed calculation of virtual cursor position