userGarry Newmancancel

19,538 Commits over 3,990 Days - 0.20cph!

2 Years 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
2 Years Ago
Remove debug Panel/Component support (treat an element as a Panel if it starts with a cap)
2 Years Ago
Simplify markup process Panel.SiblingIndex is now 0 based Razor SiblingOrder tests
2 Years Ago
Markup support
2 Years 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=
2 Years Ago
Lets also commit my game breaking test code
2 Years Ago
Call EntityManager & UISystem OnHotloaded events manually Compare checksum of rendertree after hotload and clear/destroy if changed
2 Years Ago
Attribute caching
2 Years 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
2 Years 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
2 Years 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
2 Years Ago
Compiler collect additionalfiles, recompile on razor file changed
2 Years Ago
Drop net46 support Update packages
2 Years Ago
Basics + tests A generator thirdparty Update project template Clean up generator Use our variables Fix namespaces not working Fix LUT Register events
2 Years Ago
Add cascading parameters Move game creation out of game screen UI Template unit test Add Sandbox.Utility.Scripting.StatementEvaluator (testing) Add TypeLibrary.GetPropertyValue
2 Years 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
2 Years Ago
Generated thumb preview
2 Years Ago
Fix typelibrary trying to replace an assembly with itself
2 Years Ago
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2 Years 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
2 Years Ago
Support addon tags
2 Years Ago
Generate thumb automatically if we don't have one
2 Years Ago
Add package parent, api version Tag support
2 Years Ago
Fix multiple addon uploading errors
2 Years Ago
Give correct error when invalid asset type Add extension asset type
2 Years 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
2 Years Ago
Skip loading/transporting "base" addon when using a packaged gamemode
2 Years 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
2 Years Ago
Unit test for package dll dependants Clean MetadataReference collection More clean up
2 Years 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
2 Years Ago
Compiler detect cyclic dependencies,. throw exception + unit test
2 Years 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
2 Years Ago
Cleaning network file list
2 Years Ago
Strip all of the code path stuff from ServerAddon/AddonRuntime
2 Years 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
2 Years Ago
Create .lutignore Simplify CompilerSetup Strip unused Compiler unit test
2 Years Ago
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2 Years Ago
Event key
2 Years Ago
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2 Years 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
2 Years 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
2 Years Ago
Strip out ToolAddon CodeFileSystem Delete GameCompiler, seal Compiler
2 Years Ago
Switch compiler to not use Filesystem Added CompileGroup, deleted CompileManager - menu works Tool addons use CompileGroup
2 Years Ago
Fix black sky
2 Years Ago
Upload events
2 Years Ago
Refactor Mount/compile local extensions when starting game Undo this
2 Years Ago
When generating solutions download parent addon if not available locally
2 Years Ago
Extension addon
2 Years Ago
Activity Events
2 Years Ago
Complain when sending too many console commands