4,491 Commits over 1,338 Days - 0.14cph!
Game uploader, packed game downloader
Fixed Content not clearing between games
Addon mount path cleanups
Add base/code/ and /code/ resource files when packing game addon
Cleanup
Cleanup
Make sure /downloads/assets exists before trying to use it
Client can download and use new package format
Include shader files if they exist
Don't mount local game addons that are disabled
If game uses new manifest, download using that
Fix error loading baks.office
Fix assert crash
Hide "was not precached" asserts because we dgaf
Split Addon to PacksgedGame and RuntimeGame
PackagedGame assembly loading
Reflection.CreateType allows creating generic type
ResourcePaths in AddonConfig (will probably replace SharedAssets too)
CanEditAttribute support for generic types, creating editors with generic arguments
Add Layout.AddLeftToRight, Layout.AddTopToBottom
Give Widget.Data some random value so it triggers a change on null
Add ArrayBind
Added ListProperty<> editor
ResourcePaths path list is editable
Enable deterministic compiling
add Addon.GetCodePath()
Use deterministic dll names if compiling for publish
Allow on demand addon compiles, gathering assembies
Allow adding assemblies to manifest upload
Game upload functionality, loose files
Show local addon maps in map list when starting gamemode
Bring editor window to front when selecting game view
Uncompiled files is fine, just skip them
Hide upload button if org is "local"
Merge addon upload, new addon download system
Remove construct.vmap etc
Update asset system when adding/creating addon
Fixed needing to restart to enable new addon
Moved Put upload to shared utility
Added Widget.SizeHint
Added protection from Layout stack overflow
Show error popup on addon upload fail
Api calls can throw a catchable exception to report problems
Show upload error
Delete Icon.cs
Throw an error if trying to upload an addon with no files
Don't show upload options on disabled addon
Formalize the manifest/upload apis
Switch to new ManifestSchema
Add Sandbox.Utility.Web.DownloadFile
Add EngineFileSystem.CoreContent
Mount from manifest
Update loading screen
Manifest file downloading
Fixed exception Errors not showing in console
Start thinking about new addon system downloads
Change Title
File upload tweak, bugger buffer, timeout
Endpoint is returned from api
Progress row supports cancelling
Addon upload cancellable
Add Window.SetModal
Add Widget.AdjustSize()
Fix Log.Error( exception ) not showing the exception
CRC buffer size increase
Progress popup system
No need to add the map manually (when it's compiled!)
AddonUpload progress
File uploading
Addon manifest generation
Logic cleanup
Added Asset.GetReferences( bool deep )
Add Sandbox.Utility.Crc64
Crc fixes
Asset.GetCompiledFile, Asset.GetSourcFile
Add Right click events
Add ListView<T>, hide DataList<T> - make shit easymode
ListView, can get selection list, right click context menus
Change Model GetOptimalViewInfo to use the render bounds instead of hull
Updated some model thumbs
Thumbs with transparency, get rid of the grid
Only fully generate thumb on asset selection
Move tools base addon to addons/tools/
Fix tools paths
Added Asset.OpenInEditor()
Added AssetSystem.FindByPath( x )
valuechanged signal
Filter in icon picker
Different editors for map and gamemodes
Select last selected addon
Map addon template
Stop menu sliding animating open
Add map addon as an option
Don't generate csproj for map addons
Extra asset import ignores
Fixed assets not available until restart when enabling addon
Update engine.fgd
Regulate thumbnail cache location
Some nice editor attributes
Window dialog mode
Polish ComboBox when changing editable
Add LineEdit.AddOptionToFront, AddOptionToEnd
Add FolderProperty
Basic game addon creation
Add game.minimal template
Addon selection in asset browser now saves/restores on addon change
Add Widget.AcceptDrops
Add widget drag/drop events
Add DragData.HasFileOrFolder, DragData.FileOrFolder
Allow dropping folder/.addon file onto addon manager to add
Switch to new addon when added
Start editor window disabled until loading has finished (fixes crash with launching tools too early)
Fallback to local addon if not found on backend
Fixed fgd's not writing to addons outside of /addons/
If we're reading a text file and it's 0 length, set buffer to an empty string instead of leaving it null
Should fix https://sentry.io/share/issue/93c85098febf49b998112d254516202e/
Initial pass on simplifying mod resolve logic in asset system
Map compiler add special search path when compiling, to be able to resolve shit
I don't like how we use the TEMP folder for compiling maps, lets do all that in the .source2 folder instead
VPK compiling path resolution fixes
Add GetTemporaryFolder(), use that where appropriate instead of repeating logic everywhere
Put _vrad3 in the .source2 folder too
Remove debug
Cleaned now unneeded param from SplitFullPath
Merge branch 'asset-path-lookups'
Put _vrad3 in the .source2 folder too
Remove debug
Cleaned now unneeded param from SplitFullPath
Add GetTemporaryFolder(), use that where appropriate instead of repeating logic everywhere
VPK compiling path resolution fixes
Map compiler add special search path when compiling, to be able to resolve shit
I don't like how we use the TEMP folder for compiling maps, lets do all that in the .source2 folder instead
Initial pass on simplifying mod resolve logic in asset system