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17,262 Commits over 1,338 Days - 0.54cph!

9 Months Ago
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9 Months Ago
Animgraph: Enable settings button for scene widget to control lighting rigs etc
9 Months Ago
Animgraph: Hide gizmo and ground plane when locked onto bone. Default fov to 90 (max requested)
9 Months Ago
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9 Months Ago
Clamp panel scroll so you can't hyperscroll into oblivion
9 Months Ago
Add Editor.MapDoc.MapStaticOverlay RenderAttributes.GetInt return type should be int not float Hammer material drop target can do static overlays, rework so you don't need explicit tags on asset.party Dragged static overlays use material mapping size Fix crap overlay angles from normal
9 Months Ago
Don't let mousewheel up/down execute double clicks
9 Months Ago
Hammer: Add extended box gizmo handles as a saved option https://files.facepunch.com/matt/1b1611b1/sbox-dev_aoNTlauVjt.png
9 Months Ago
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
9 Months Ago
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9 Months Ago
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9 Months Ago
VirtualScrollPanel uses DefaultStyles
9 Months Ago
Subtract m_nMaxPlayers by m_nBotPlayers so servers show that they're full if they're occupied by bots + players
9 Months Ago
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
9 Months Ago
Editor: If "show start screen" is off, load last opened project automatically
9 Months Ago
Remove duplicate gamepad codes in common actions
9 Months Ago
Generate Style.Unset(), start using IsSet()
9 Months Ago
Animgraph: Add C# model picker instead of going through an ugly dialog and combo box https://files.facepunch.com/layla/1b1611b1/sbox-dev_YSPuTuq24x.mp4
9 Months Ago
Fix asset publish widget flashing when created
9 Months Ago
Add support for word-spacing css property
9 Months Ago
SFM: Fix crash creating projected light
9 Months Ago
ShaderGraph: Add power node
9 Months Ago
Remove nullability from public-facing BaseStyles properties We'll keep the internal nullable fields, allowing us to automatically refer back to default property values if these are null (these are now defined alongside the properties themselves). This means we don't have to keep remembering the default values for each CSS property and check for null manually each time - which is a massive pain in the ass and was spilling over into our menu addon(!)
9 Months Ago
Docs pass / MenuDll typo fix
9 Months Ago
Fix initial menu presence, as well as presence when disconnecting from a server
9 Months Ago
Implement ModalSystem.CloseAll, close all modals when killing game menu instance
9 Months Ago
Make rich presence say playing a game while in its game menu (update to say Menu later?)
9 Months Ago
Fix (Rotation / Vector2 / Vector3).Random Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
9 Months Ago
When connecting to a server, open its gamemenu and immediately open the loading screen
9 Months Ago
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9 Months Ago
Fixed blend paint gizmo not showing
9 Months Ago
Mirror UV when sampling inside filter - prevents ugly border around some elements when using `filter: blur()`
9 Months Ago
Compiled shaders with aoproxy fixes
9 Months Ago
Cache GameLobby.Data to prevent issues with grabbing lobby info after setting it. Invalidate on lobby data refresh Probably a better way to do this :anguished:
9 Months Ago
Correct file path for error sound
9 Months Ago
Created Error.sound
9 Months Ago
Citizen/animgraph: changed the facial idle noise layer so that it won't part the lips anymore + other small layout/comment improvements
9 Months Ago
Citizen/animgraph: improvements on scale_height subgraph (much more readable layout, added safeguard against duck corrective in special movement states)
9 Months Ago
Animgraph/tutorials: added file on transition orders
9 Months Ago
Update default manifest again Fixed controller actions not being reflected serverside
9 Months Ago
Rip out manifest codegen entirely Remove Sandbox.Gamepad Add Sandbox.GamepadCode Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately Refactor Input to grab action.DigitalAction Fix up GetButtonOrigin and glyphs Update manifest.vdf to use new actions Only process input actions with a valid gamepad code Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t )
9 Months Ago
Animgraph tutorials: stubs for remaining tutorials + work-in-progress file relating to nested state machines
9 Months Ago
Animgraph tutorials: added a file explaining the differences between the 'on finished' & 'on almost finished' transition conditions between states
9 Months Ago
Animgraph tutorials: added block about assigning a default animgraph to a VMDL
9 Months Ago
Animgraph tutorials: added new file on reset signals
9 Months Ago
Citizen/animgraph: improved the Slide special movement state through the use of nested state machines + fun partial re-use of the Roll Exit anims for it + fixed head bug in the Roll state
9 Months Ago
Citizen/animgraph: use idle layer instead of static frame when slide move_groundspeed=0
9 Months Ago
Animgraph tutorials: layout changes & readability improvements to account for QT screen scale shenanigans (😒)
9 Months Ago
ShaderGraph: Don't stomp vVertexColor, this is used for tint it seems?
9 Months Ago
Docs pass for GameLobby, importantly Lobby.ConVars, and inherit docs where possible