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4,787 Commits over 1,461 Days - 0.14cph!

1 Year Ago
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 Do not try to auto generate mips for static textures that provide their own Rename Sound Definition to Sound Event for consistency Fixed an exception in DragData.Url Added DragData.Files Some tools drag'n'drop related docs Asset lists support multi file drag and drop https://files.facepunch.com/rubat/1b1111b1/sbox-dev_tH20o2aafW.mp4 Implement multi file drag'n'drop for asset list/browser Drop targets don't need to be public MapNode creation/deletion has to be done on main thread, add asserts Null safety checks on map node shit Update to .NET 6.0.10 Improve color picker's layout & design, add an alpha slider https://files.facepunch.com/crayz/1b1111b1/sbox-dev_s2QkeANHgK.mp4 updated glass mats and ad billboard texture Better error handling for Asset.Party uploader Do not display OMG SUCCESS on failure, and actually display relevant errors to the user Whitelist System.Diagnostics.StackTraceHiddenAttribute Fixed codegen errors with string.Empty default values Sandbox.Json respects JsonPropertyNameAttribute Citizen/clothing: hawaiian shirt updates (neck seam fix + LODs) Editing float properties shows & works with full precision https://files.facepunch.com/rubat/1b1311b1/sbox-dev_2A2G1luuKQ.mp4 Fixed a bug with DataBind and integers Fixes sbox-issues/issues/2119 Added property editors for double and decimal types Fixed build not passing databind tests npcclip/navclip/playerclip affect nav mesh in Hammer Fixed an assert in ModelDoc rotation gizmo sbox-issues/issues/2135 Color picker style improvements & layout tweaks Fix hue slider being slightly larger Remove nullable from AssetList icon, fixed an error I was getting on editor launch Re-enabled translucent screenspace effects Add IsValueType to TypeDescription sbox-issues/issues/2370 Fix 4-way blendable material crashing & added safety assertions Fixed Group Sort Key Mismatch & Dropped useless "Color" section for blend build shaders Merge pull request #576 from Facepunch/blend-cleanup Blend cleanup Allow glow occlusion color & line width to be customizable Fixes sbox-issues/issues/2395 Replace asset picking with our own in more native situations * Improved the native API for opening our AssetPicker so it's easier to swap out the old embedded asset browsers * QAssetSelectionWidget ( property sheets ) and QEmbeddedAssetPicker ( Active material ) use our AssetPicker * Limit the ability for the AssetPicker to select cloud assets, when called from native we only allowed it when the context asset is a vmap AssetList: don't encode a `file:///` URI in DragData.Text keeping it consistent with all native tools, fixes Hammer not accepting models dragged from our asset browser properly document ColorHsv to be 0->360 instead of 0->1 also update constructor docs to reflect the range too Create text gradients with Skia, fixes overwriting strokes and emojis * Update RichTextKit.dll with newly added Gradient parameter in TextPaintOptions * Deleted D_TEXT_BACKGROUND_IMAGE and recompiled ui_text * Removed text background image from stylesheet parsing * Added new GradientInfo class, generated during stylesheet parsing * Updated SkiaTextBlock to grab gradient info and pass it to RichTextKit Fixed OGG files not receiving correct duration (Recompiles needed) Added SoundFile.IsValid Error handling for SoundFilePreview ConditionalVisibilityAttribute works for child sheets sbox-issues/issues/2162 DragData.Files does not rely on file:/// prefix Add category to angular fog related properties Replace rect definition picker with our own whilst I'm here Add Asset.GetAdditionalRelatedFiles() Upload hotspot .rect for a material asset, only for single assets and not games Add SoundscapeDropTarget so you can drag and drop soundscapes into your maps Citizen/clothing: polo shirt updates (neck seam fix, skinning & LOD improvements) Asset publishing widget doesn't stomp potential asset editor Can publish sound and soundscape assets Handle null thumbnails for uploaded assets, I think garry's already made the backend auto generate them if nothing is provided Asset browser can find cloud sounds, SoundDropTarget supports async setting from package ModelDoc: Don't show duplicate context action for selections that include singleton nodes, these nodes can't be duplicated Clean up model state a little bit, don't need to know about the old model state when setting up rendering Animgraph: Don't allow tags or other items to be removed when preview mode is active Animgraph: Disable state machine condition list when preview mode is active Animgraph: Do the same for state machine tag list Add Widget.OnDragMove cctv_globe, ceiling light glass material tweak Documentation pass Added Angles.Forward, obsoleted Angles.Direction Set ConsoleSystem.Caller to Local.Client for clientside concommands Documentation pass Hitbox Tags (#562) - Added Hitbox, Hitbox.HasTag, Hitbox.HasAllTags, Hitbox.HasAnyTags, Hitbox.GetName - Added TraceResult.Hitbox, DamageInfo.Hitbox - Obsoleted DamageInfo.HitboxIndex, DamageInfo.WithHitbox, ModelEntity.GetHitboxGroup You'll have to update your code to get hitboxes to work again (headshots, etc) - check the wiki page @ https://wiki.facepunch.com/sbox/Hitboxes Add starting & current colors to color picker Pack color picker specific widgets into partials ColorProperty picker tweaks Add hex value input to color picker Allow Graphics.RenderToTexture to be used outside of render block Add Ortho settings to SceneCamera Add DebugOverlay.Texture Fix AO proxies Tone down the intensity, we haven't authored AO proxies properly for a few months Seems to fix sbox/issues/549 Revert "Tone down the intensity, we haven't authored AO proxies properly for a few months" This reverts commit 32b7ca573f22b412419162ae4a4980b18922ce6b. Merge branch 'master' into tier2addons
1 Year Ago
Fixed siblingorder getting wrong for markup Update LobbyFrontPage.razor Add Lobby.Extensions Reset parent during markup Add/remove lobby extensions
1 Year Ago
Cleanup Add Panel.OnParametersSetAsync Remove Subtitle from button Game/Map/Extensions picker Fix PanelTreeNode hash sum overflow
1 Year Ago
Add TypeLibrary.GetTypesWithAttribute Move a ton of the url matching logic from NavigatorTargetAttribute to Sandbox.Razor.RouteAttribute Check elements are valid in FindOrCreateElement Lobby front page basics
1 Year Ago
Set sibling index immediately Convert LobbyFrontPage to razor
1 Year Ago
Party popup positions Remove auto-generated tag Add PanelEvent.This Update generated Fix party/friendlist popups Fix style block not coping with escaped @ Highlight active lobby, pulse when not selected
1 Year Ago
Hashcode based panel overlay redraw Panel highlight/selector observes dpi differences
1 Year Ago
Fixup some styles to work with new layout Mark panelnode dirty if children changed
1 Year Ago
More useful panel selection overlay https://files.facepunch.com/garry/c5dea16a-bb19-4317-b7ad-2c9168cda48e.png Add GameScenePicker Added panel picker https://files.facepunch.com/garry/ed393fe0-c5db-499b-8bc8-a85747e2a0b7.mp4 IPanel.GetPanelAt uses RenderOrder
1 Year Ago
Fix line counting Don't create empty text elements Create a test to assure that panel size doesn't change due to border Add Panel.OnAfterTreeRender( firsttime ) Refactor support for @onevents that call with a PanelEvent https://files.facepunch.com/garry/d194801e-8c7b-426a-bfd5-b6a95ed69bb9.png Converting PartyDeck to razor Hide sourcefile from panel list if it's empty
1 Year Ago
Keep track of <T> panels too Set markup elementname Correctly add /> for void elements Fix DebuggerDisplay exception in Node Support for scss #id selectors html templates let Id pass through to the panel Add source file and line to razor created panels Make panel list editor a bit less useless https://files.facepunch.com/garry/a3777b18-1145-49a2-85fe-c5ccc19bc82a.png
1 Year Ago
Add [StyleSheetAttribute] Fix stylesheet logic Add <root> support Markup applies attributes Keep a list of created panels and call ParametersChanged after first creation Markup support slots Make menu work again (using razor)
1 Year Ago
Update Microsoft.CodeAnalysis.CSharp Support no namespace Add Panel.StateHasChanged() <style> block support (scss)
1 Year Ago
Handle @on* without taghelpers Don't add extra line in #line default Remove unused Removed old event tags Event tests Trim more unused Remove more unused Support generic callbacks
1 Year Ago
Fix some warnings It's totally possible that the reference cleaning method will throw an exception, so just handle it Wrap more user code in #line pragmas Ref/Event generation tests Strip typeparam Remove RazorExtension Remove a bunch of RazorProject stuff we'll never use Strip @inject Do @ref manually - strip out the nest of bullshit
1 Year Ago
Remove debug Panel/Component support (treat an element as a Panel if it starts with a cap)
1 Year Ago
Simplify markup process Panel.SiblingIndex is now 0 based Razor SiblingOrder tests
1 Year Ago
Markup support
1 Year Ago
Remove unused Add option for razor source to write to disk In unit test only generate code if $BuildingForLiveUnitTesting is not true 😓 Support @ref=
1 Year Ago
Lets also commit my game breaking test code
1 Year Ago
Call EntityManager & UISystem OnHotloaded events manually Compare checksum of rendertree after hotload and clear/destroy if changed
1 Year Ago
Attribute caching
1 Year Ago
Create dynamic content Handle looping Add Panel.SetChildIndex( Panel child, int newIndex ) Add Panel.MoveAfterSibling( Panel previousSibling ) Rendertree enforces sibling order Comment out debug
1 Year Ago
Compiler watch .razor files Re-render tree on events or parameter change Change Microsoft.CodeAnalysis.CSharp version so source generators work in live unit test Fix RenderTree scopes Don't call onmousemove every frame Razor gen overrides HasRenderTree to true Add Host.InitUnitTest
1 Year Ago
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 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 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 Basics + tests A generator thirdparty Update project template Clean up generator Use our variables Fix namespaces not working Fix LUT Register events Compiler collect additionalfiles, recompile on razor file changed Extension addon When generating solutions download parent addon if not available locally Refactor Mount/compile local extensions when starting game Undo this Switch compiler to not use Filesystem Added CompileGroup, deleted CompileManager - menu works Tool addons use CompileGroup Strip out ToolAddon CodeFileSystem Delete GameCompiler, seal Compiler Build watching compiler for changes into the compiler Menu recompiles on changes nicer Watch tool code for changes Fix tool hotload only working on accident Fix stack trace stretching the screen Remove rubbish Rename AddonManager to ToolAddonManager And rename file Clean up server addon building Build in printing compile errors to console in CompileGroup Fix server compiles not working Simplify CompilerSetup Strip unused Compiler unit test Clean up compiler references/dependancies, tests Fix NRE in entity list When compiling a compilegroup, even if we don't need to compile them, we still return referenced assemblies Strip all of the code path stuff from ServerAddon/AddonRuntime Cleaning network file list Decrease hotload change detection from 0.3s to 0.1s Don't add network files twice if they exist in the code folder Reduce max size for embedded file to 64k Don't embed _c files- because they won't be accessible by engine anyway Compiler detect cyclic dependencies,. throw exception + unit test Unit test for package dll dependants Clean MetadataReference collection More clean up Remove CollectAssemblies Fix game addons not hotloading Only actually compile a compiler if it needs it CompileGroup.BuildAsync can just return a bool Allow compilers to reference themselves, passively ignore Add addon compiler settings references Packaged addon complain if missing assembly, make available to compilegroup Gamemodes also provide themselves as the base addon Fix extensions not loading second time around Give packaged assemblies the first priority - because they might be mocking as base Extension compile referencing package gamemode end to end unit test Skip loading/transporting "base" addon when using a packaged gamemode Compile gamemode before extensions Better errors when we can't find the package reference Switch packaged assembly path Change how compiler multiple paths works so we don't get stomping Fix multiple addon uploading errors When compiling packed assembly don't use absolute source paths Obsolete ResourcePaths Add Tags to addonconfig Move content and generic addon setup to addon settings Don't use freetype in editor Fix typelibrary trying to replace an assembly with itself Remove unused RecompileMenu TypeLibrary.SetProperty will convert to string if passed object isn't a string Add Panel.OnParametersSet - which is called after all template parameters have been set/changed Remove unused UI2/Data Sources Add cascading parameters Move game creation out of game screen UI Template unit test Add Sandbox.Utility.Scripting.StatementEvaluator (testing) Add TypeLibrary.GetPropertyValue Fix double filesystem dispose with addon config Closes #498 Compiler collect additionalfiles, recompile on razor file changed Rebase fixes Merge branch 'html-sucks' into tier2addons
1 Year Ago
Compiler collect additionalfiles, recompile on razor file changed
1 Year Ago
Basics + tests A generator thirdparty Update project template Clean up generator Use our variables Fix namespaces not working Fix LUT Register events
1 Year Ago
Add cascading parameters Move game creation out of game screen UI Template unit test Add Sandbox.Utility.Scripting.StatementEvaluator (testing) Add TypeLibrary.GetPropertyValue
1 Year Ago
Remove unused RecompileMenu TypeLibrary.SetProperty will convert to string if passed object isn't a string Add Panel.OnParametersSet - which is called after all template parameters have been set/changed Remove unused UI2/Data Sources
1 Year Ago
Fix typelibrary trying to replace an assembly with itself
1 Year Ago
When compiling packed assembly don't use absolute source paths Obsolete ResourcePaths Add Tags to addonconfig Move content and generic addon setup to addon settings Don't use freetype in editor
1 Year Ago
Fix multiple addon uploading errors
1 Year Ago
Compile gamemode before extensions Better errors when we can't find the package reference Switch packaged assembly path Change how compiler multiple paths works so we don't get stomping
1 Year Ago
Skip loading/transporting "base" addon when using a packaged gamemode
1 Year Ago
Remove CollectAssemblies Fix game addons not hotloading Only actually compile a compiler if it needs it CompileGroup.BuildAsync can just return a bool Allow compilers to reference themselves, passively ignore Add addon compiler settings references Packaged addon complain if missing assembly, make available to compilegroup Gamemodes also provide themselves as the base addon Fix extensions not loading second time around Give packaged assemblies the first priority - because they might be mocking as base Extension compile referencing package gamemode end to end unit test
1 Year Ago
Unit test for package dll dependants Clean MetadataReference collection More clean up
1 Year Ago
Extension addon When generating solutions download parent addon if not available locally Refactor Mount/compile local extensions when starting game Undo this Switch compiler to not use Filesystem Added CompileGroup, deleted CompileManager - menu works Tool addons use CompileGroup Strip out ToolAddon CodeFileSystem Delete GameCompiler, seal Compiler Build watching compiler for changes into the compiler Menu recompiles on changes nicer Watch tool code for changes Fix tool hotload only working on accident Fix stack trace stretching the screen Remove rubbish Rename AddonManager to ToolAddonManager And rename file Clean up server addon building Build in printing compile errors to console in CompileGroup Fix server compiles not working Create .lutignore Simplify CompilerSetup Strip unused Compiler unit test Clean up compiler references/dependancies, tests Fix NRE in entity list When compiling a compilegroup, even if we don't need to compile them, we still return referenced assemblies Strip all of the code path stuff from ServerAddon/AddonRuntime Cleaning network file list Decrease hotload change detection from 0.3s to 0.1s Don't add network files twice if they exist in the code folder Reduce max size for embedded file to 64k Don't embed _c files- because they won't be accessible by engine anyway Compiler detect cyclic dependencies,. throw exception + unit test
1 Year Ago
Compiler detect cyclic dependencies,. throw exception + unit test
1 Year Ago
Decrease hotload change detection from 0.3s to 0.1s Don't add network files twice if they exist in the code folder Reduce max size for embedded file to 64k Don't embed _c files- because they won't be accessible by engine anyway
1 Year Ago
Cleaning network file list
1 Year Ago
Strip all of the code path stuff from ServerAddon/AddonRuntime
1 Year Ago
Clean up compiler references/dependancies, tests Fix NRE in entity list When compiling a compilegroup, even if we don't need to compile them, we still return referenced assemblies
1 Year Ago
Create .lutignore Simplify CompilerSetup Strip unused Compiler unit test
1 Year Ago
Fix stack trace stretching the screen Remove rubbish Rename AddonManager to ToolAddonManager And rename file Clean up server addon building Build in printing compile errors to console in CompileGroup Fix server compiles not working
1 Year Ago
Build watching compiler for changes into the compiler Menu recompiles on changes nicer Watch tool code for changes Fix tool hotload only working on accident
1 Year Ago
Strip out ToolAddon CodeFileSystem Delete GameCompiler, seal Compiler
1 Year Ago
Switch compiler to not use Filesystem Added CompileGroup, deleted CompileManager - menu works Tool addons use CompileGroup
1 Year Ago
Fix black sky
1 Year Ago
Refactor Mount/compile local extensions when starting game Undo this
1 Year Ago
When generating solutions download parent addon if not available locally