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21,415 Commits over 1,552 Days - 0.57cph!

57 Days Ago
Add "Go To Folder" in recents
57 Days Ago
Fix compiled asset filtering
57 Days Ago
Catch case when ResourceProperty has no asset
57 Days Ago
Steam inventory service
57 Days Ago
Use cloud asset type instead of file extension for filters in Cloud Browser. Resolves Facepunch/sbox-issues#6721
57 Days Ago
Long Folder names will wrap in Asset Browser icon view
57 Days Ago
Reorganise cloud browser sidebar, add type shortcuts Add count badge to cloud Installed node Fix qt exception when installing cloud assets Cloud browser: Update facet dropdown selection from actual value in query, avoid putting crap in the searchbar from sidebar shortcuts Cloud browser: Still show facet title when there's a selection
57 Days Ago
Fix crash in CModelStream::CopyValuesFromStream, assert out of bounds
57 Days Ago
Add failing hotload test, reproducing #1673 Stricter AreEquivalentTypes, fixes #1673
57 Days Ago
Fix asset context menus in native tools, resolves Facepunch/sbox-issues#6722
57 Days Ago
Process inputs in the menu
57 Days Ago
Post-rebase compile fixes
57 Days Ago
Add gamepad navigation support to main menu UI and game menu UI - Virtual cursor system - Panel traversal system Refactor: remove IVirtualCursor, IMenuSystem hook-ins, cursor razor component - add InputOverlaySystem which works in MenuDll and GameMenuDll, add RootPanel.Priority Demote some new stuff from being public Fixed overlay flicker when re-laying out (due to stuff being pressed on), don't set Style.Width|Height GameManager -> Game Use input actions instead of now gone digital action state stuff Remove unused code Remove IGameInstance.InputSettings (not used) Push menu inputs when we don't have an input config to read Fixed editor error w/ InputSettings.Actions
57 Days Ago
Add SteamItemDefinitionId to Clothing
58 Days Ago
Humans: fixed compile errors
58 Days Ago
Fix Folder Icons not being centered Added Folder Metadata window. Allows you to change folder Color/Icon and see additional information. Resolves Facepunch/sbox-issues#6705 https://files.facepunch.com/CarsonKompon/2024/October/28_13-38-MeagerIbizanhound.png
58 Days Ago
IsValid() wrapper for main asset browser instance
58 Days Ago
Fix path breadcrumbs not working outside of main asset browser
58 Days Ago
Citizen/animgraph: improved turn poses (and enabled them) as well as standing shuffle
58 Days Ago
Don't hide compiled assets if no source file is available
58 Days Ago
Re-implemented FilterAssetTypes in AssetBrowser and CloudBrowser. ResourceControlWidgets will now only show the selected resources Unify "Show In Explorer" icons in Asset Browser Don't show Games in the Cloud Browser. Don't include in type facet
58 Days Ago
Show 'open with' dialog if we can't open a file Set hammer material when selected (both in cloud and asset browsers) Moving selected facet dropdown entry fetches from current facet entries rather than copying
58 Days Ago
Don't show the menu path for custom assets' file type, just the title Add "Open File Location" shortcut for files in search results, meta locations etc. Tweak context menu icons.
58 Days Ago
Tex2DBicubic uses generic hlsl, make DoF compositing use bicubic filtering, makes it look nice even at lowest quality https://files.facepunch.com/sam/1b2811b1/jXqgNeXnCK.png Explicit quality level for DoF
58 Days Ago
Focus Gap in world units and outside the shader
58 Days Ago
Fix asset icons at 16x16, centre Use 16x16 icon for unknown files so that doesn't get cut off Pretty up file modified date, standardised w/ leading zeros so it's nicer in column view
58 Days Ago
Don't need these Hammer prefab templates anymore Add "Create Game Object" button to Hammer outliner
58 Days Ago
Don't try add menu project if we're headless
58 Days Ago
Add flat view back
58 Days Ago
Use full paths for engine asset locations
58 Days Ago
Add 'copy absolute path' option Find root paths automatically instead of just using current project Show base, citizen, and core Better sidebar separation Hide cloud browser when not requested Limit file count for now, need pagination Docs
58 Days Ago
If we're headless, we should shut down SteamGameServer when disconnecting from network system Pass actual version into SteamGameServer init for version. Test server list cmd
58 Days Ago
DistanceAttenuation bool is now used again Rename `Attenuation` to `Falloff` with better Curve initializing SoundComponent gizmos no longer rotate with the GameObject Change default Distance value to something closer to the previous default Updated default curve to feel more like the previous range calculation. Added some more curves to CurvePresets Created JsonUpgrader for SoundEvent which tries to maintain previous range settings while resetting Volume to 1. Doesn't perform changes to 2D sounds or sounds without DistanceAttenuation Moved SoundEvent into Sound folder PreviewSound dragging is more intuitive. Removed logs SoundEvent Upgrader fixes/adjustments
58 Days Ago
When tying a MapMesh to a MapGameObject add ModelRenderer and ModelCollider automatically
58 Days Ago
Add jsoncpp so we can read/write json properly without fucking around with kv3 Add CMapGameObject map node with managed counter part that wraps a GameObject * Hammer world's Scene uses HammerSceneEditorSession * Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now * Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos * More explicit HammerEvents. Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values * MapGameObjects can be tied to MapMesh and generate model geometry Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority), clean up MapView loop Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly QOutliner: Remove hidden entity list QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away [~] ModelRenderer don't default to box if Model is null InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject ) Hammer Scene is serialized entirely in MapWorld & written into VPK as world.scene_c MapInstance: Load from SceneFile from inside the VPK (A little more logic because we don't normally read managed from VPKs)
58 Days Ago
Only try to filter by asset type if we have any filters on, fixes excluding most files from search
58 Days Ago
Show full file path in window status bar on hover again, resolves Facepunch/sbox-issues#6709
58 Days Ago
Update Dedicated Server bootstrap logs
58 Days Ago
Remove baked cubemaps code from Hammer Fix Hammer default layout. Also add Cloud Browser by default Fixes Facepunch/sbox-issues#6708
58 Days Ago
Dedicated Server (#1679) * Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host * Store Connection internal state if ConnectionInfo doesn't exist then we can just use that * Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server * For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All * Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host) * Serialize TargetMessage flags as byte * system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source. * Test logs * Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. * Remove this log * Remove unusued code * Add NetTransmission flag support when using SendMessage via Steam Sockets * Don't forget to add arg to header * Clearer docs here, only log warning if networking debug is enabled here * Some tidy up here * Reset local connection state to Unconnected when closing network system - some debug log for other machine * Close these connections * Remove this log * Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one. * Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake. * This bit isn't needed actually * Test boot back to main menu * Properly get when disconnected * Use CollectionExtensions properly * Fix test, re-add system member * Fix this state --------- Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
58 Days Ago
Fixed Facepunch/sbox-issues#6696
58 Days Ago
Always update the path widget even if it's not a real location
58 Days Ago
Fix asset browser not saving to cookies, bring back history cookie logic (this is all in the project cookie now too)
58 Days Ago
Fix this state
58 Days Ago
Add jsoncpp so we can read/write json properly without fucking around with kv3 Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) Tie Meshes to GameObject button Implement CMapGameObject::Copy CMapGameObject overrides child selection Sync native transforms to managed Can tie map meshes to GameObjects, these get built into models and any components on the GameObject with a Model property get populated by it CMapGameObject's that generate model geometry are ignored by physicsbuilder TieToGameObject takes TieToEntity keybind (Ctrl+T), remove button for entity as there's no entities to tie them to anymore, if you really need it the command is still accessible through F1 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority), clean up MapView loop Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly QOutliner: Remove hidden entity list QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away [~] ModelRenderer don't default to box if Model is null InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject ) Hammer Scene is serialized entirely in MapWorld & written into VPK as world.scene_c MapInstance: Load from SceneFile from inside the VPK (A little more logic because we don't normally read managed from VPKs)
58 Days Ago
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host Store Connection internal state if ConnectionInfo doesn't exist then we can just use that Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host) Serialize TargetMessage flags as byte system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source. Test logs Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. Remove this log Remove unusued code Add NetTransmission flag support when using SendMessage via Steam Sockets Don't forget to add arg to header Clearer docs here, only log warning if networking debug is enabled here Some tidy up here Reset local connection state to Unconnected when closing network system - some debug log for other machine Close these connections Remove this log Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one. Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake. This bit isn't needed actually Test boot back to main menu Properly get when disconnected Use CollectionExtensions properly Fix test, re-add system member
58 Days Ago
Fix test, re-add system member
58 Days Ago
Remove mock GameObject/Prefab code from managed MapEntity Clean up Entity tool as you can no longer add/target games this way # Conflicts: # game/editor/Hammer/Code/Tools/EntityTool.cs # game/editor/Hammer/Code/Tools/EntityTool/EntitySelector.cs Remove Hammer EntityIO UI Remove unused complicated stuff from worldbuilder: point templates, some hardcoded ents, dioramas, ... remove nav markup volumes from fgd ActionGraph source location refactor
58 Days Ago
Save launcher cookies to it's own file Make sure launcher doesn't save editor cookies, they would stomped on close
58 Days Ago
Restore fix for dragging in installed cloud assets, resolves Facepunch/sbox-issues#6703