5,158 Commits over 1,583 Days - 0.14cph!
Delete killfeed from base
Remove Crosshair stuff in base (we shouldn't be handling this)
Move Assets/ to Resources/
Remove ScreenShake, CameraModifier (this isn't stuff we should be providing solutions to imo)
Move DecalDefinition to Engine
Rename AssetLibrary
Add ResourceLibrary, Make Resource.Get internal
Move Clothing to engine, create ClothingContainer, Remove Clothing.All
Warn if [Description] attribute used when it could have been automatically applied, fix duplicate instances being applied
GameResource cleanups
Remove duplicate DescriptionAttribute
Move DefaultValue out of Internal
DefaultValue codegen complains if you're using the attribute when you don't need to
Move Hammer namespace to SandboxEditor
Hammer.Skip to HideInEditor, Hammer.SkipProperty to Hammer.HideProperty
Rename IsNearlyEqual to AlmostEqual
Add providers to PropertyAttribute
Move Hammer.MinMax to MinMax
Delete MaterialIcon
Remove LibraryAttribute.Alias - Add [Alias]
Fix all those icons
Fix DebugOverlay.Sphere order in ExplosionEntity
Fix ModelExtension
Delete IAsset
Delete Global.Lobby
TypeLibrary expose TypeDescription
Move DisplayInfo to Sandbox.Reflection
Remove obsolete
Engine Version++
Skipping some hotloading
Hardcode hotload logging for now
ConCmd, ConVar refactor
Route convars via engine
Fixed tools.refresh not being called
Fix ToolAttribute
Fix extra includes
Refactor
Move to properties
Always show a hotload finish, even if it did nothing
Fix "Server Hotload Hotload Started!
Fix some entity properties not being set
Revert "Oops."
This reverts commit 118f47b98e04f7f95d67f4b8a7b057a1751a86c9.
Remove unused asset types
Remove inspector
m_SuppressSubstrings unused
Warn when calling ParseEntities before GameData is set
Allow adding GameResource asset types to AssetSystem at runtime
Some control over GameResource icons
No need for config/*.asset files
Remove AssetWriter stuff from FgdWriter
Fix toBase64() returning a local variable pointer
TypeLibrary to replace Library and Reflection
GameResourceAttribute use TypeLibrary
Fix-up tools to use TypeLibrary
Fix in game GameResource types not loading
Refactoring
Replacing a bunch of game stuff with TypeLibrary
TypeLibrary can handle GAM hash
Removing unused
Obsoleting Library
Kill LibraryMethod, reduce LibraryClass, set ManagedClassIdent from TypeLibrary
This should fix FgdWriter
Merge fixes
Fix error if ParticleSystemName not set
Fix error if constrained objects have no physics
Back compat
Trim PropertyAttribute
Trim LibraryAttribute
Use PropertyAttribute to provide aliases for properties
Steam audio mixgraph, matching what alyx does
Strip out hostutils.h
Simplify steam audio material code (stubbed right now)
Delete surfaceprop_table
Load SteamAudio map stuff from inside vpk (cc @ogniK5377 minor merge pain)
strip out Steam Error Handling, resource compiler doesn't need Steam
Stick the sareverb and sapath in the vpk
Reduce map compile spam
Tweak map build dialog
https://files.facepunch.com/garry/27569e22-1000-4898-96d8-2d2dfe84bafb.png
Can have eyeliner, face tats and freckles on the same face (we need a system to limit them maybe)
Sound Preview improvements
Fix ListProperty not showing the add button when bound to a null
Strip out all the toolframework muting options
Add BindSystem.Flush (internal)
Add GameResource.OnEdited (called when it's been edited by the editor)
Mark ResourceId as not browsable
Rebuild sound event in OnEdited
In tools, try to load GameResource objects via the Resource system
Add Tools.Utility.NoteObjectEdited - for now this calls OnEdited if objectr is a GameResource
Fix combobox triggering valuechanged when setting value programmatically
Load GameResource properly from Asset.TryLoadGameResource
Remove unused
Soundstack support entity attachments
Soundstack reliably place view entity sounds
Play weapons sounds from owner
Add AnimEntity.OnAnimSound + OnAnimFootstep
Play footstep from the world
Viewmodels try to play sounds via the owner
sound stack input_default_local_position no longer used
Tweak where the sound comes from for view entity
Tweaks to not break all addons
Add audio menu in editor to switch occlusion/doppler when diagnosing bad audio
Move SoundEvent to engine
Fix tools serializing GameResource
Don't upload .source2 folder to steam (probably fixes long startup times)
Delete orphaned textures
Delete orphaned models
Add Utility.SendToRecycleBin
Asset system attempts to automatically delete orphans
Commenting out a bunch of texture compile noise
Startup time optimizations (~400ms)
Smoothing out tools mode startup
Move splashscreen to c#
Fix compile error in fibertools.h with VS2022 17.2.0
Fix loading a load of sound stacks we don't want/use
Fix compile warnings in NodeGraph
Fix compile warnings
Obsolete IAsset
Rename Asset to GameResource, move to engine, derive from Resource
Remove unused
Renaming sound system accessors to match native names
Fix pitch change sounding like dog shit
Sound Preview wip
Add to get_system_globals to allow forcing listener location to 0
SoundHandle, SoundPreview
Remove unused
Trim underwater, hand positions, volume convars from soundsystem
Fix sound stack not applying soundevent volume propertly
Move pitch shift to vmix
Add Paint.DrawCircle
assetpreview: widgets
Clear audio system on game loop
Doppler, loudness compressor
Add Audio class
Player underwater effect
Deafen player when taking damage from explosions