19,224 Commits over 3,898 Days - 0.21cph!
Fix issue in number.ToBytes()
Delete RawJsonPage
Clean up AddonProperty package type
Allow deserializing enums by name
apartment letter box - new prefab and breakable doors
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Added right click option to create SupportsSolids entities in Entity Tool with the Block Tool
Upon creating entity via Block Tool, select the entity, not the mesh
New Clothing Piece - Hoodie
Dark Green Hoodie - LODs and further skin weight adjustments to follow shortly.
https://files.facepunch.com/daniel/1b1111b1/ApplicationFrameHost_gIIAhFRpnj.png
Launcher (#355)
* Add Launcher widget to the Editor, lists active addons for you to launch into without having to use the main game UI
* Can also create your own configs
* Set active gamemode on launcher config update - Hammer "Load in engine after building" will pick from Launcher
https://files.facepunch.com/devultj/1b1211b1/178105449-7c4e6231-3c2a-4567-b0af-5aed3799578e.mp4
Animgraph: Fix condition sorting
Fix Spritecard not clipping through user clip planes (Fixes physgun beam reflecting through water)
Upgrade d3dcompiler library for client loading, fix reflection with version v7
Remove minimum size from launcher, add margin, validate SelectedConfig when buttons get updated
Add ComboBox.Count
If we've got absolutely no valid configs, generate one
Animgraph: Fix condition sorting (again)
Merge branch 'master' into collisions
Throw an error if can't load rendersystem instead of falling back to empty
StructProperty uses displayinfo if available instead of struct's ToString
Create RotationProperty.cs
Fix PropertySheet showing properties it shouldn't
EntityInspector start
Fixed LineEdit updating while editing
CanEdit falls back to base classes/interfaces
Add constructors for Rotation
Hide a load of entity properties that we won't ever want to edit
Cleanup
Trim some now unused masks
Trimmed interacts from TraceFilter, which snowballed into a bunch of other stuff
Strip GameTrace.DidHitContents
Remove Legacy Compile Collision Mesh
Remove CBaseEntity::FVisible
Ceiling and round light - breakable light prefabs
Merge branch 'master' of sbox
Hammer: Remove large toolbar from map window, tuck into a small layout icon button - I'll probably shuffle some things from the "Fullbright" menu into this still. Also fix the icons for these layouts using the wrong path.
https://files.facepunch.com/matt/1b0411b1/sbox_tVMBcvmiCL.jpg
Don't open the legacy asset browser on startup, make it so you can access it easily from the tools menu bar still though for now
Silence steam audio Embree init message by default
mesh glue cleanup
Fix underwater fog when using FSR
fire extinguisher - mount lods
Merge branch 'master' of sbox
Citizen/animgraph: idle optimizations
Added the previously on-the-fly variants of the idle additive as "pre-made" animations. This reduces the overall number of nodes & animation fetches.
Fix baked volumetric fog
Fix glow outline on water
ModelDoc: Apply scale and mirror to helpers
Enable scale and mirrors on hitboxes again
Don't depth test on DebugShowHitboxes
Modeldoc: Apply all scale and mirrors to helpers seeing as there can be multiple of them
Unset D_ENABLE_INDIRECT combo on volumetric fog shader and leave it always on, indirect volume lightmap is also used for baked fog!
Add clip planes for spritecard, should fix physgun trail clipping on water
Iterate on ModelDoc default layout widget sizes
Make asset inspector preview/dependencies take a bit less space
Fix up toolbar styling for dropdowns
Reduce default min width for qt combo boxes
causes issues in tools and auto shrinking
Citizen: HitboxSetList is now scaled correctly following ScaleAndMirror fix
New Outfit Piece! Tactical Gloves
New tactical gloves to finish off the Tactical Gear outfit! Including LODs.
https://files.facepunch.com/daniel/1b0511b1/Photoshop_N0hdJRjcxj.jpg
As well as this, we have some adjustments to the skinning of a few assets, tactical vest, leather jacket, and longsleeve shirt and jacket.
Merge branch 'master' of sbox
Apartment Letter Box
ModelDoc UI tweaks
MaterialGroup UI - fixed text contrast & made the editor able to shrink to fit node editor width, no more horizontal scrollbars
RenderMeshFile UI - reduced size of "Excude by default" text and allowed it to shrink to avoid horizontal scrollbars
Animations Controls widget/tab - reduced minimal required horizontal width
Merge branch 'master' of sbox
Citizen: AO proxies are now scaled correctly following ScaleAndMirror fix
Fix depth prepass not working
ScenePanels now handle MSAA properly
Merge branch 'master' of sbox
Fix render attributes not holding onto textures causing them to be deleted when render attributes still needs them
Modeldoc: Don't apply scale modifier to helpers if it's disabled
Allow [Change] callbacks for ConVars to be non-public
apartment letter box - AO adjustments
Merge branch 'master' of sbox
apartment letter box - clean grey and silver skins
Fire exit light - breakable prefab
Modeldoc: Reenable scale and mirror on nodes, should be fine now that the helpers are scaled with it
Animgraph: Sort GetParameterChoiceList alphabetically
Animgraph: Increase max visible items to 25 for attribute combo boxes as max wanted to see more items at a time
Remove qc_asset type - unused
Remove prt_matrix type - unused
Fix a typo in qtoolbar.css
Improve text contrast in WeighList ModelDoc node editor
Fixed a ModelDoc crash when adding an animation hold
Happens when all existing animation holds are set to hold for 0 frames
ModelDoc outliner tweaks
https://files.facepunch.com/rubat/1b0611b1/Vix2fB89dN.png
fire exit - removed default skin and adjusted transparency
Merge branch 'master' of sbox
Support for multiple d3dcompiler and their reflection types
Simplify that, and add d3dcompiler_47
Reenable ScaleBoneRelativeAttribute and ScaleWorldAttribute so AO proxies can be scaled
Citizen: recompiled AO proxies
Citizen: fixed physics joints (ragdoll) after ScaleAndMirror fixes
Citizen: additional fix on the physics joints for the legs
Modeldoc: box and cylinder helpers render edges with noZ
Merge branch 'master' of sbox
Remove redundant functions now that they are processed on the core shader
Fix typo
fire extinguisher - changed foam label to be cream coloured
Hammer: Move selection tool keybinds UI below all the buttons
Added a 'clear text' button to Hammer's entity tool filter text entry
Hammer: try to save some vertical space in property editor tab
Make sure SoundFile actually preloads the sound - it was only working before because the sound got played, which preloaded it
Fix our CopySamples16 bind messing up memory for ADPCM sounds
Update Tools to .NET 6, remove .NET 5 dependency
Got rid of Webview (unused) while we're having fun over here
Animgraph: Parameters lists are not sorted alphabetically (do the same fix for conditions)
updated fire extinguisher gibs
Make modeldochelper_attachment work with scale and mirror modifiers
Make SetPhysicsJointAnchorToChild work with scale and mirror modifiers
Merge pull request #356 from Facepunch/d3dcompiler_47
Add support for the latest version of D3D11 shader compiler
Fix double depth prepass due to viewmodel depth pass
Force EditorWindow resize when editor is first shown
Resolves odd windowed state when the editor boots up. There has to be a better way to handle this.
Update Path tool UI
Also removes duplicate/redundant entities
https://files.facepunch.com/rubat/1b0811b1/sbox-dev_D7XWFcKoCZ.png
Give categories/names to default path entities
Fix hotloading filling path tool ui with whitespace
Add small icons to entity list for SupportsSolids and Solid only entities
Also adjust a entity list tooltips
https://files.facepunch.com/rubat/1b0811b1/nuBjMOroOt.png
Add video_scale (percentage) convar to downscale video recording - quality will suck until we do some filtering on it
Restore mesh groups for entities on model hotload
UpdateSceneObjectMeshInstances restores previous mesh group mask
Hammer's Outliner & Map Problems refresh on hotload
Merge branch 'master' into collisions
Obsolete CollisionGroupOverride, add CollisionTags
Replace modeldoc physics node collision_interact_* with collision_tags
navlib generation uses tags instead of collision masks/layers
Fix phygun, gravgun hitting owner etc
Add collision rules
Fix clientside ragdoll collision groups
Player use collision mask
Don't use collisiongroup
Set Seed when shooting bullet
Player movement treats player as as solid by default again
Add Trace.TestPoint
Fixed shooting water and underwater
Clean up HierarchyId collision stuff
Fix TraceResult.Tags being fucked
strip collision group from intersectiondictionary
Delete interaction + collision group functions from RnQueryShapeAttr_t + RnCollisionAttr_t
Strip out server_valve logic
Strip out snd_das (I probably missed some, there's a LOT here)
strip m_nCollisionGroup, m_nInteractsAs, m_nInteractsWith, m_nInteractsExclude from RnCollisionAttr_t and RnQueryShapeAttr_t
Fix PublishWindow not working
Publish Window is a BaseWindow
GameResourceEditor use BaseWindow
Refactor so Widget can be a frameless window
Tweak ProjectSettings into a window
Move BaseWindow to tools addon
Make ProjectSettings a BaseWindow
PopupWidget can have a shadow
Add Label.Color
Add documentation to the collision page
https://files.facepunch.com/garry/5cfd42ca-d9c5-4420-a082-68e6485ab5e6.png
Add Layout.AddRow, Layoiut.AddColumn
Fixed tag defaults not working out properly if one side had no tags
Save addon config with enums as strings
Add CVPhys2World::SetCollisionRulesFromJson
Apply ServerConfig collision rules in OnPhysicsWorld, or on change
Fix MatrixButton looping
Move CollisionRules to engine
Add ServerConfig and hot reload RuntimeGame's Config file
Context menu to delete tag
Popup widgets don't have shadows and have transparent backgrounds
LineEdit.RegexValidator
Can add new tags
https://files.facepunch.com/garry/d70eded3-8c03-4ffc-95e4-92994a5b63dc.mp4
Fixed AddStretchCell defaulting to -1
Added Paint.Rotate overload that takes a center point
Changed Layout.Spacing to float - it's not float but this avoids casting all the time
Started Collision Matrix
Add Layout.InnerRect, Layout.InnerRect
Add Button.Primary
AddonConfig.GetPackageType() is PackageType
Make GetHashCode readonly on a bunch of structs
Add AddConfig.TryGetMeta, SetMeta
Restore font after Tools.Paint.DrawIcon
Add Widget.MinimumWidth, MinimumHeight, MaximumWidth, MaximumHeight
Create NavigationView.cs
OrganisationProperty opens on press instead of click
Add ProjectSettings
Add CollisionPage
Layout.Clear can optionally delete the widgets too
Start implementing rule system
Strip out as much collisiongroup stuff as I can stand right now
Enable BaseWeapon shooting players
Fixed terrible mistakes
Obsolete CollisionGroup & CollisionLayer
Rewrite CRnCollisionFilter, strip out CIntersectionController
Delete LAYER_INDEX_CONTENTS_SERVER_ENTITY_ON_CLIENT, CONTENTS_SERVER_ENTITY_ON_CLIENT
Explicitly forbid triggers from colliding with the world
Traces don't hit client only entities by default, added IncludeClientside to opt in
By default traces only hit entities and world that also exist on the server. This is the most common scenario as if you hit client only entities during prediction you will get prediction errors. You might however want to opt into including client entities in specific traces.
Trimming redundant tracefilters, EFL_USE_PARTITION_WHEN_NOT_SOLID, LocatableEntity system, RNQUERY_OBJECTS_NON_COLLIDEABLE
Delete unused unit test
Trim unused code
Add UseHitboxes to RnQueryShapeAttr_t - ask for them explicitly, don't use CONTENTS_HITBOX mask
Remove CollisionGroupOverride from prop_physics
Add m_SeenTags to intersectiondictionary
Refactor m_Tags to m_PhysicsTagStrings, so it's more searchable
Remove debug
Physics Shape partial tag Access
Move Tags to top of property window since it's pretty important
Collapse the help section of the object property window by default
Remove Hammer Mesh PhysicsGroup, PhysicsInteractsAs, PhysicsInteractsWith, PhysicsInteractsExclude - replace with Tags
Support tag queries in RnCollisionAttr_t
If a shape doesn't have tags then add solid for now
Pass trace tag filters straight to rubikon, delete SandboxTraceFilter, Trace.ResolveEntities
Make player movement tags consistent
Split mapbuilder.tags
Material compiles
Temporary ladder rule
check your code you dumb cunt
Update mapbuilder.passbullets, blocksound
mapbuilder.npcclip
mapbuilder.sky
mapbuilder.teleportclip
mapbuilder.navclip
Cleanup
Update toolsblock_los
delete mapbuilder.infectedladder