19,215 Commits over 3,898 Days - 0.21cph!
Fixed server thinking build had failed if no build was needed
Fix error list exception
Fix error list not filtering
Handle and show a message when game fails to load, instead of loading anyway
Increase menu build timeout
Don't show warnings/info in menu compile error
Fix assembly resolution when rewriting
Need to own Garry's Mod to enroll for a key (anti-bot)
Basic assembly reference rewriting
Rewrite packaged addon references if needed
Merge branch 'assembly-rewrite'
Basic assembly reference rewriting
Rewrite packaged addon references if needed
Only tell ac to forget the assembly if it's going away
Throw more useful exception when ac can't resolve an assembly
For now don't include base with generic addons (needs some work)
Use correct assembly name for packaged content
When hotloading runtime stuff on the server, also include packaged addons so they hotload too
Client hotload in a more organised way
Fix tests that use sandbox game
Load addons after gamemode is compiled
Include base addon with Runtime content
Isolate the assemblies in their own LoadContext when loading
Compiled assemblies don't need a dynamic name now, unify name with release so addons work on local versions of games
Fix CAsset::RequireInstanceInfo error
This was happening because when updating the splashscreen we spin, which also runs async tasks. One of the tasks loaded a dll, which initialized all the statics. The post process materials were loaded here. The problem was that this was happening before the asset system was initialized, so it all shit itself. Now it spins the UI but shouldn't run async tasks.
Print compile errors when no tools mode
Fixed extensions not working
Addons + Razor + New Menu sbox-issues/discussions/2438
Fixed "fire once" or OutputConnection.TimesToFire not doing anything
Asset browser addon icons reflect their type
Change addon grouping in AddonSwitcher
Addons are grouped by Active AND Type. Groups can also be collapsed now.
Merge branch 'master' into tier2addons
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity.
New Outfit Piece! - Fedora..
https://files.facepunch.com/daniel/1b2611b1/sbox-dev_a3Ipo4jVY4.png
Fedoras... are awesome. LODs coming asap.
Merge branch 'master' into tier2addons
Fix package settings being squashed
Move GameFriend logic
Add Global.IsServerHost
Can change map if server host
Add friend count back
CurrentGame screen to razor, pass server title to client/menu
Simplify error list, make it work again
Remove console spam on compile error
Remove debug api logging
Remove CascadingParameters logging
Suppress initial build notifications
Wait for the game compile to finish before opening editor
Bind.PropertyProxy supports static properties
Add PropertySheet.AddStaticProperty
Add Utility.PlayRawSound( string file )
Add notification preferences
https://files.facepunch.com/garry/e634e5c8-6be6-449e-a3ad-c73e86f08d34.png
Compile notifications are grouped by compile group, swallow old notification, don't show warnings
BaseFileSystem.GetFullPath quick return if it contains ":"
Fix content blocks getting wrong sibling index
Actually destroy and recreate the rootblock when clearing a RenderTreeBuilder - that way we know we've definitely got a clean start
Refactor RenderTreeBuilder, clean up api (because we won't be able to once we ship)
New Outfit Piece! - Nerdy Glasses
Some nerdy glasses, LODs coming ASAP.
Small adjustment to Nerdy Glasses asset
Preload post processing pass materials, should fix nvidia crash when using post processing
Allow sending compiled shaders to clients
Fixed custom game resources sometimes resetting to default values
This would happen if you open an asset that references other assets.
Keep better separation of game resources between realms
This affects editor/menu assets. Basically custom assets in tools are now stored under "Menu" container, not "None". This fixes menu compiled types trying to be used on the server/client, which would throw errors.
Fixed editing assets while in-game resetting child assets to defaults
Fixed editing custom game resources while the gamemode they are from is running causing any referenced assets (such as List<MyCustomChildGameResource>) to reset to default values on client and server.
Merge branch 'master' into tier2addons
Fix up leaderboards enough to be getting on with
Removing Package GetHashCode, Equals overrides - they mess with testing the difference between partial and full package info
Game screenshots
Cleanup popup
Generate unique filenames for razor source
Navigator handles partial urls with params
Restored server list functionality
Remove save option from project manager
Fixed old template binds not working
Rename Extensions to Addons in lobby
Make GetPanelAt simpler, handle pointer-events properly
Lobby map cleanup
Add ResourcePaths back (we'll do a better job of explaining what this is soon)
Started converting game screen into razor, breaking into components
Rename Extension to Addon
Rename addon manager to project manager
Rename Addon menu to Project
Rename Utility.Addons to Utility.Projects
Rename LocalAddon to LocalProject
Rename AddonConfig to ProjectConfig
Rename Addon types to Content
Misc Addon to Project
Skip replicating global usings in codegen, they were causing compilation errors because they need to precede non-globals.. but they're globals so we can just not replicate them instead.
Color picker sliders signal a value changed
sbox-issues/issues/2426
glass tweak on street light and lamp post
Always record voice when in VR - we'll probably want an option for this in the future
Remove useless water includes, normalize spacing, move Barycentric3Interpolate to domain.hlsl
Fixup constant buffers not passing data properly, Allow them to initialize as arrays of a struct & allow lists to be passed too
Update water ripple compute to have up to 10 concurrent splashes rather than 1 with constant buffers
https://files.facepunch.com/ognik/1b2411b1/sbox-dev_eap3MF7hAy.mp4
Merge branch 'master' into tier2addons
Add minimal extension template
Catch and handle empty compile references
Manually generate razor cs files for unit tests instead of trying to get it to use a source generator
Fix package assemblies not getting removed on disconnect
RenderTreeBuilder AddAttribute takes an object and stringifies it
Avatar page partial razor, fix padding
Use Translation.TryConvert instead of Convert.ChangeType (because it can handle string to enum)
LobbyChat tweak
Don't activate local extensions that don't target current gamemode
Default SortBy by populat
NavigatorPanels are aware of their hierarchy, pass on partial down to children Navigators
Properly navigate to lobby front page
Fix exception in keyframe animation when duration unset
Package search, query progress
Simplify extensions targeting specific games
Fix list search not coping with excess whitespace
Better filtering for extensions
List out all of the assets on the front page
Package sort order
Re-enable tool dll loading
Fix overgrowth material
Find RenderTree events caching, sometimes calling the wrong function
Remove debug
Fix loading images sometimes showing as bright pink
Fix RedirectFileSystem not checking directory when enumerating paths
RedirectFileSystem handles FindDirectory too
Don't return the dir we're searching in
Remove my old remote package code, this is all handled by vmap metadata now
Simple static Selection API for Hammer for getting / setting selected map nodes
Stop duplicate "Navigate to Folder" in asset context menu when multiple asset browsers exist
What the fuck did I make this native pointer nullable for
Add Hammer specific asset context menu for selecting objects using assets and that sort of stuff
https://files.facepunch.com/matt/1b1911b1/sbox_9pAdMcU4JQ.png
Added implicit casts to System.Numerics variations of Vector2/Rotation
Matches Vector3 & Vector4
Update summary of Vectot3.EulerAngles to better represent what it does
Integer Slider Property no longer shows decimal point values
ResourceProperty better handles invalid asset types
Citizen/clothing: updated buttoned shirt LOD3
Citizen/clothing: updated tank top (fixed skinning, seams, clipping; new LODs)
New Outfit Piece! - Hivis Jacket
https://files.facepunch.com/daniel/1b2011b1/POLICE_01.png
Hivis Jacket to help complete the Police outfit!
Skinning adjustments coming soon.
Color picker sliders take focus, fixes hex input not getting blurred or updating its value
Documentation pass
ResourceProperty can support multiple asset types
Rubber Gloves
Finally here, after 265 days of waiting...
LODs coming soon.
https://files.facepunch.com/daniel/1b2011b1/Photoshop_qlRaOGmpXZ.jpg
rubber gloves thumbnail
Merge branch 'master' of sbox
Citizen/clothing: LOD3 updates
Merge branch 'master' of sbox
Update asset list property editor drag'n'drop
Now supports List<YourCustomGameResource>, not just List<string> with ResourceTypeAttribute
Allows panel transforms to transition between different unit types
Make CanEditAttribute uninheritable
Fixes IntSliderProperty being applied to float properties
Hair LODs
Resource selector supports multiple assets when base type is an asset
Add `hammer.mapview.contextmenu ( Menu, MapView )` event for tool addons to add options to the map view's context menu
Add Qt Menu.Icon
Create point entities from map view context menu, most useful is going to be recent entities
https://files.facepunch.com/matt/1b2111b1/sbox_bEtaFtYvtm.png
Fixed "GameResourceA cannot be cast to GameResourceA" exception
sbox-issues/issues/2416
Citizen: fixed very small gaps that could show up in the torso-to-neck region in specific circumstances in LOD levels 0&1
Fix simple shaders render backfaces not working
Closes sbox-issues/issues/68
Compile optimized version of ui_text
Merge branch 'master' into tier2addons
Tweak screenshot viewer
Start package browser toolbar
Packages have ApiVersion and Screenshots
Modal package popup