userRubatcancel

4,093 Commits over 2,710 Days - 0.06cph!

4 Hours Ago
Added ability to view and revoke granted permissions in the Problems menu Added permissions.EnableVoiceChat( bool ) Added +voicerecord to blocked console command list TTT: Use permissions.EnableVoiceChat
6 Hours Ago
markup library improvements - Adds markup.Escape, markup.Color, MarkupObject:GetMaxWidth, new argument to MarkupObject:Draw (Community Contribution)
Yesterday
m_flCycle is now networked in range of -1 to 1, from 0 to 1 Added CLuaLocomotion.Get/SetClimbAllowed Added CLuaLocomotion.Get/SetJumpGapsAllowed Added CLuaLocomotion.Get/SetAvoidAllowed
Yesterday
Fixed func_movelinear spamming sounds when used with momentary_rot_button GM:PlayerAmmoChanged now runs AFTER the ammo count has been changed Improve spawnmenu resilience against addons that do not set Sandbox tool name
Yesterday
TTT: Updated language files (Community Contribution) TTT: Fixed TTTCanPickupAmmo only allowing 'true' return values (Community Contribution) Micro optimization in draw.SimpleText (Community Contribution)
Yesterday
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4 Days Ago
Cleanup base.fgd & s&box.fgd Removed legacy 'master' property from all entities Removed legacy entities: func_illusionary func_wall func_wall_toggle Removed other entities: func_dustcloud func_dustmotes func_fish_pool func_orator game_gib_manager game_player_equip game_player_team info_intermission point_bonusmaps_accessor trigger_xen_foliage_interaction trigger_foliage_interaction logic_achievement info_offscreen_panorama_texture test_traceline
4 Days Ago
Delete Interp.Engine.cs
4 Days Ago
Remove 'Shadow Casting' property in Hammer from non ModelEntity entities Minor changes Moved explosion code from Prop to ExplosionEntity, which now acts as env_explosion replacement, which was removed
4 Days Ago
Fixed entity filter in console not working
4 Days Ago
Make Surface.BaseSurface work Also adds Surface.Get/SetBaseSurface()
5 Days Ago
Fixed rubber surface having a muzzleflash as impact effect
5 Days Ago
Improved "Open away from player" behavior for ent_door for models whose x+ axis is not the "inward" direction
6 Days Ago
func_shatterglass: Fix being able to walk through physics enabled unbroken glass & Do not despawn large glass pieces Adjust wood break plank sound to not be so loud Adjust glass impact sound volume Glass surface has sounds
6 Days Ago
Make 'Couldn't load menu assembly' error contain the whitelist errors Change Host.Color for servers from Blue to Cyan for better readability
7 Days Ago
Fixed CollisionGroup.Always acting as a ladder prop_physics debris/weapon collision groups work as expected BaseWeapon can hit debris
7 Days Ago
Fixed ModelDoc crashing when compiling a gamedata node with no valid FGD class
7 Days Ago
Added ModelDoc.Line/EditorWidget/HandPose attributes
8 Days Ago
Missed an include
8 Days Ago
Apply lock on AllAttributes in Library.GetType just like other Library.Get methods try-catch ModelBreakCommand execution Added PropGib entity which is spawned as gibs instead of Prop, and carries some extra data Implemented (and moved to managed) break_create_joint_revolute model break command
8 Days Ago
Fixed ModelDoc mesh import filter not hiding duplicate counter labels when filtering
11 Days Ago
Fixed blendable materials not getting their 'Blend Material` tag Existing materials will need to be recompiled for this to take effect
11 Days Ago
info_particle_system fixes Fixed not working in skybox Fixed the particle not being attached to the entity itself correctly Added 'Snapshot File' property Fixed it not sending itself to clients always Fixed it not showing its particle path in Entity Report in Hammer
11 Days Ago
Fixed Hammer showing custom ModelDoc nodes as entities
11 Days Ago
FGDWriter reads XML correctly for properties
11 Days Ago
func_shatterglass additions & changes Added support for parenting in Hammer Added Break input Added OnBreak output Replaced "Is in a frame" property with a "contraint" property - has 1 extra selection for physics glass that starts asleep
11 Days Ago
Fix light_environment's sky lighting keyvalues not being setup correctly
12 Days Ago
Removed debug output from FGDWriter
12 Days Ago
Make Hammer.EntityTool Attribute not inherited
12 Days Ago
Moved light_environment to engine.fgd (is now auto generated) fade distances and range properties were not moved as they appear to do nothing and make no sense on that entity anyway. Restore light_environment's description in Hammer
12 Days Ago
Restore and make obsolete PointLightEntity.LightCookie
12 Days Ago
Added Hammer.SkipProperty attribute Allows properties of parent classes to be hidden in the FGD light_omni, light_ortho and light_spot are now auto generated into engine.fgd
12 Days Ago
Texture and Rotation support for custom Hammer properties
12 Days Ago
Prevent stack overflows in FGDWriter Don't write read only properties, and don't write properties whose type is same as the parent class type Vector2 can load from object in a JSON
13 Days Ago
EditorModelAttribute can do different color tint when the entity is dynamic (for lights) Added Hammer.CanBeClientsideOnlyAttribute Added 2 internal Hammer helper attributes
13 Days Ago
Fix compile warning with SoundEvent asset type
13 Days Ago
Added .vs/* into gitignore
13 Days Ago
Update car.surface
14 Days Ago
FGDWriter considers writes doubles as floats
14 Days Ago
Fix up func_shatterglass Hammer properties Rename first arg of PropertyAttribute's constructors to mention the name is internal (Also updated the XML comments to reflect this more clearly. Property attribute uses C# variable name to autogenerate Title, not the internal name string.ToTitleCase() handles numbers Update base.fgd Make SphereAttribute( string ) not ambigious
14 Days Ago
ResourceTypeAttribute vsnap Delete breakable_door_model node Delete Model.GetBreakParicle write FGD structs for modeldoc only once FGDWriter can write ModelBreakCommand to modeldoc fgd Added Library.GetType( string ) Added Model.GetBreakCommands Breakables class runs BreakCommands, added ModelBreakParticle break command Cache break command data Match JSONOptions between Breakables.ApplyBreakCommands and Model.GetData IBreakCommand => IModelBreakCommand Update FgdWriter.cs FGDWriter better handles nullables DefaultValue generator handles int/float nullables Merge branch 'master' into modelbreakcommand ModelDoc does not write GenericGameData fields that are at default value This is to make nullables in C# modeldoc structs happen Use nullable ints in ModelBreakParticle command Update base_modeldata.fgd Merge pull request #91 from Facepunch/modelbreakcommand ModelBreakCommand for FGDWriter
15 Days Ago
Give RangedFloat an implicit float initializer operator
15 Days Ago
Temporarily fix "Duplicate FGD class" popup/asserts by not writing light entities
15 Days Ago
Recompile all surface assets FGDWriter supports System.ComponentModel.DefaultValueAttribute Restore missing descriptions/defaults for surface and soundevent assets
15 Days Ago
Make sure floats are quoted in .fgds Remove base classes from engine.fgd Give Particles class a description Update base.fgd/sound.asset
15 Days Ago
Update base_modeldata.fgd
15 Days Ago
Use nullable ints in ModelBreakParticle command
15 Days Ago
ModelDoc does not write GenericGameData fields that are at default value This is to make nullables in C# modeldoc structs happen
18 Days Ago
Industrial light - large light for construct warehouse Merge branch 'master' of sbox Throw if trying to set RootPanel.Parent Fix a couple of NREs preventing -dedicated from working Allow RootPanel.Parent = null though Shotgun aim workarounds Initial reimplementation of func_shatterglass https://files.facepunch.com/layla/1b1111b1/sbox_xf1v5teDcI.png Add entity network ident to list before calling spawn so that setting entity net vars works in spawn Add glass material property to shatter glass Add half thickness property to shatter glass, clamp to sane values Only try to reset glass panel if it's broken Don';t delete shard if we didn't manage to shatter it Glass thickness property instead of half thickness Allow shatter on physics impact although the effect isn't as good as it can be yet Don't try to shatter if the shatter point is outside of the shard Only generate shard model on client when there's a valid parent panel with a material set Filter out all kinds of damage except bullet and physics impact for now Move car vmdl to rust addon for now so tools stop trying to recompile it Custom constbuffer support for shaders Sandbox.ConstantBuffer.Create ConstantBuffer.Update Render.Set Constbuffer variant Compute.WithAttribute Constbuffer variant Add BBox.FromPositionAndSize Update to net6 vpc support for vs2022 🙄🔫 vs2022 fixes New bat files Make Analyzers and references work with relative paths Fix surface.asset causing fgd parsing errors Ready text Buttons can have subtitles Hack to make map selection less shit Error Fixes Fix missing game lobby settings Give linebreaks an empty style to prevent shadows etc being rendered Transform: matrix3d Transform: matrix Fix NRE, create lobby if there isn't one when selecting a map Fix leaderboard showing duplicate entries when rapidly clicked Don't create lobby, just null check Better fix for duplicate leaderboard entries Revert "Give linebreaks an empty style to prevent shadows etc being rendered" This reverts commit 0a0b8967c63ecd9f8eca49dbdd347fbb02a60b48. industrial light - fix for #1269 Merge branch 'master' of sbox Fix Asset property as a List not being an array in fgdwriter FgdWriter uses DisplayAttribute properties Write engine defined asset fgd's on startup FgdWriter - special treatment for Assets, don't treat them like structs Sound & Surface .asset are now AutoGenerate Change WorldInput API to instances to resolve issues and allow simultaneous inputs. * Replace WorldInput.Update with instanced WorldInput fixing hovering and clicking issues as well as allowing simultaneous inputs. * Resolved various issues with WorldPanel.RayToLocalPosition not using the right axis, being inverted and not scaling. * Simulate double click and mousemove events for world inputs. * Fix right clicks not working on WorldInput. Merge branch 'master' into modelbreakcommand
19 Days Ago
Update FgdWriter.cs FGDWriter better handles nullables DefaultValue generator handles int/float nullables