4,794 Commits over 1,371 Days - 0.15cph!
Add ActiveChildInput and ensure children get added to Inventory on ClientSpawn so they match
Write -1 if entity is null
Comment out post processing stuff (learn how it works now later). Fix pistol hold type. Update to use new input stuff.
Some additional documentation
Move MimicBot to base addon
Remove redundant inputs. Reverse yaw for bots
Some extra docs + rename PawnInput to ClientInput
Documentation pass for SceneWorld and related classes
Obsolete non implemented methods of SceneSkyBox
Zero out native pointer of SceneWorld in its Delete() method
Fixing up TextureBuilder documentation
Rearrange texture builder methods
Added test for adding properties with default values
Support for log value histograms
https://files.facepunch.com/ziks/2022-10-10/sbox-dev_YnroiYzjt5.png
Make Asset.TryLoadGameResource<T> work on compiled assets w/o source files by implementing in EngineGlue::LoadJsonAsset for compiled files
Delete unused/non functioning fog override convars
Delete fog properties from sky_camera - they do not work
Add Widget.OnKeyRelease
nullptr checks for Hammer.ActiveMap
MapEntity / MapMesh constructors will default to active map doc if not specified
MapView wraps CMapView so we can use it in addon space
Add `[CanDrop( string AssetFileExtension )]` that support `IMapViewDropTarget.DragEnter( Asset ... )`, make it all accessible to addon space
Move MaterialDropTarget to addon space
Hammer: Add SoundDropTarget - creates snd_event_point for .sound assets
Merge branch 'master' into custom-client-input
Branch for Sandbox for input changes
Try stripping out InputBuilder and see how it feels...
Update (obsolete) player and controller examples to use the managed input / pawn inputs
Input.LookDelta and Input.MoveDelta analog inputs + copy PawnInput props in MimicBot from target client
Add description attributes to Surface asset for the editor
Make "clear" option available for "Unknown asset" in AssetProperty editor
Fixed "Collection has a fixed size" error when trying to remove items from an array in an asset
Updated all surface assets
Added grass surface & footsteps
Fixed Resources not loading when networked from server
Fixes shatter glass being invisible for clients who are not the host
Hammer Map Nodes API
Split Hammer save/load logic into different file and document all the internals so anyone other than me can know what the fuck is going on
Fix double filesystem dispose with addon config
Closes #498
Fixed some histograms being offset horizontally
Only show histogram markers that are in range
Add Hotload.AssemblyResolver, warn if not assigned when needed
Set HotloadManager.AssemblyResolver for client / menu / server
Documentation pass
Hides Prop.weldParent, Prop.childrenProps and Prop.clonedShapes
TagAttribute can now accept multiple tags at the same time
Documentation pass
VertexBuffer index methods throw if buffer is not indexed
Obsolete TextureArrayBuilder
Readd single string constructor for TagAttribute
Hook up the CMapView's CToolCamera so we can have the camera pos/angles and able to build rays from 2d coords
Hammer traces return their hit MapNode by managed handle so can do `if ( tr.MapNode is MapMesh mesh )` now
Add MapMesh.SetMaterial( Material )
Real simple drag handler for material packages - this code is all getting shit though time to rip it up
Refactored map view drop targets into an interface with attributes: `[CanDrop( Package.Type.Model )] class ModelDropTarget : IMapViewDropTarget`
Once I wrap CMapView I'll make this public and make it work with standard AssetType too, so you'd be able to create custom drop targets for your game resources.
Simple color picker for color properties
Snap to color on mouse press
Add comments to new publics
Merge pull request #573 from Facepunch/color-picker
Simple color picker for color properties
Merge branch 'master' into custom-client-input
Start stripping out stuff that'll need implementing on pawn
Prepare to move a bunch of stuff from user cmd to managed. Clear out eye angle stuff
Add Base Powerup
Add PowerupEntity
Apply random force to non-static powerups
Add Start, Finish to BaseGameRules and IsPlaying property
Call Start and Finish
Shot power line ignores powerups in the trace
Only spawn powerups if there's less than 3
Add Powerup.OnTouch
Calculate lod level clamps to max lod level of model
ModelDoc: Clean up code for new morph frame compiling now that we know it works
Merge branch 'master' into custom-client-input
Make ButtonState a struct with implicit bool conversion
Write dynamic assembly hash to managed input message. Check hashes match when deserializing, if they don't skip that input
Can publish materials to asset.party same way as models
Allow non power of two textures in materials, strip some gameinfo image preprocessors code we'll never use too
Documentation pass
Internalize BaseFileSystem.Watch/Watch(string), WatchEnabled
Only used internally.
Added PhysicsPoint.Transform
Added debug overlays for constraints (ent_text), clean up accessibility & docs
Citizen: further updates & misc. fixes around the head & its shoulder seams
Previously updated clothing included in this commit
Asset Browser: use User order for cloud assets so you see your shit first
Asset Browser: can search for cloud materials
Hammer Asset Browser: double clicking a cloud material will install and set the current material to it
Fix addon editor getting squished and not scrolling
Make _metal and _trans suffixes actually work in create material from image
Fixed text alignment
Citizen: more misc. fixes
A working example for the VirutalScrolling ui test
Fix black sky
Fix color picker stomping hsv sometimes
Citizen/clothing: buttoned shirt skinning pass
Documentation pass
Cookie system does backups on save, add warnings on load failure
Trying to track down an issue where all cookies get reset
Hide a bunch of internal entity methods
Do not fire BaseTrigger outputs if its disabled
Renamed TriggerMultiple.Wait to Cooldown
Documentation pass
Hidden Water.Think
Obsoleted Water.EnableShadows, EnableFog & EnableRefraction
Hidden GradientFogEntity.TickFrame, ParticleSystemEntity.OnMapCleanup, PrecipitationEntity.ClientTick
Implemented ParticleSystemEntity.SetControlPoint
Hidden SoundEventEntity.OnStartSound, OnStopSound
Made SoundEventEntity.StartSound, StopSound public
Added srcds genereated file to gitignore
Added Leaderboard.GetHistogram()
Basic leaderboard histogram drawing
Show markers on friend scores in histogram
Citizen/clothing: buttoned shirt LODs
Add some extra checks for file watchers
Revert "Add some extra checks for file watchers"
This reverts commit 00719712d06cd2ea5f06166a561c640476dd3409.
Fall back to fetching top scores if no scores around user
Throw ObjectDisposedException instead of NotImplementedException when accessing a disconnected clients pawn
Try compiling morph frames with an empty weight list instead of setting bones to bindpose
Documentation pass
Obsoleted Soundscape.MasterVolume, Surface.Dampening, Surface.Sounds.SmoothScrape and RoughScrape on the account of them not being used anywhere
Documentation pass
Dirt footsteps for testing
Citizen/clothing: misc. fixes
Merge branch 'master' into custom-client-input
Don't add const to ArgPointer if asref is specified
Rid of CUtlVectorByte in favor of direct byte arrays
Rename to PawnInput
Just use TypeLibrary as its cached anyway
Add comments + use TypeLibrary
Add HasAttribute<T>()
Tidy up + add ManagedInputs
Delta values for some stuff (only send stuff that changed since last cmd)
Fixed IsDown / WasDown and also Pressed / Released being swapped
Revert "Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property"
This reverts commit 6d29a14ea85614a2c91c8f670f73e5ebb30e60cf.
Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property
Fixed compile error from copy paste 🥴
Added ButtonState.Pressed and ButtonState.Released with docs
Use TypeDescription to fetch property for [ClientInput]
Add extensions for reading/writing Transform
Add Transform.Read and Transform.Write
Add support for Transform to [ClientInput]
Added ButtonState intended for use with [ClientInput]
Limit stored custom inputs to a maximum of 256, removing older entries as new ones are added
Fix friction values on pool table and pool ball surfaces
Add global:: to codegen EditorBrowsable attributes to avoid errors if the class has a property called System
Remove unused CoreWars using statement.
Removed a using statement that throws errors when using sbox-voxels as a submodule outside of the CoreWars project.
Merge pull request #6 from Ephememory/patch-1
Items do not collide with other items
Items are dropped in single stacks
Adjust text shadow for tooltip - trying to get blur to work properly...
Added Game Setting for Friendly Fire
Cleaned up some game setting code. Added MoveSetting. Added options for moving a setting up or down in the list. Ensure that when the list is rebuilt the previously selected page stays selected.
Added descriptions to game settings
Added functionality for setting a description per Game Setting that will show during lobby creation
Ensure description is updated properly from TextEdit
Fixed NRE in GameLobbySettings that occurs when a Choice setting has an empty value (Gunfight)
Updated pool map to use upgraded blend material to new shader + hack around with the color a bit to get it to match
Remove async OnSecond call in favor of NextSecondTime
Only show ranked items in the UI if the game rules are ranked
Fixed game turn end time being stupid high. Fixed turn not ending when timer is up.