userRubatcancel

4,103 Commits over 2,740 Days - 0.06cph!

16 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
17 Days Ago
Give RangedFloat an implicit float initializer operator
17 Days Ago
Temporarily fix "Duplicate FGD class" popup/asserts by not writing light entities
17 Days Ago
Recompile all surface assets FGDWriter supports System.ComponentModel.DefaultValueAttribute Restore missing descriptions/defaults for surface and soundevent assets
17 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
17 Days Ago
Update base_modeldata.fgd
17 Days Ago
Use nullable ints in ModelBreakParticle command
17 Days Ago
ModelDoc does not write GenericGameData fields that are at default value This is to make nullables in C# modeldoc structs happen
20 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
21 Days Ago
Update FgdWriter.cs FGDWriter better handles nullables DefaultValue generator handles int/float nullables
21 Days Ago
IBreakCommand => IModelBreakCommand
22 Days Ago
Cache break command data Match JSONOptions between Breakables.ApplyBreakCommands and Model.GetData
22 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
23 Days Ago
Maintain CRLF line endings in FGDs + remove trailing whitespace Update base.fgd
27 Days Ago
Restore surface asset type defaults ModelDoc.Sphere's origin argument is optional Give 'explosion_behavior' property descriptions and a radius visualization
27 Days Ago
Add sandbox and sbox-ai-lab addons to gitignore
27 Days Ago
Make sure Surface asset type could be autogenerated (Its not auto generated because its in the wrong assembly) Clothing/Decal assets no longer use [Property] attributes Make internal Hammer attribute properties/fields private like they should be FGDWriter supports C# structs as fgd structs FGDType and its derivatives support arrays FGDWriter: Make non [Property] titles generate consistently with [Property] titles
27 Days Ago
Fixed selecting tools not working due to recent changes
27 Days Ago
Fixed compile warning
27 Days Ago
ModelDoc: Switched Mass/Shape info into a tabbed view so its data can actually fit Removed gizmos that try to change non existent properties of hand_pose_pair gamedata node Added "description" property to surface asset
27 Days Ago
Update sandbox.fgd
27 Days Ago
Remove Library attribute from the game class
28 Days Ago
Added various ModelDoc markup attributes for ModelDoc GameData nodes ModelDoc.Axis ModelDoc.Box ModelDoc.Sphere ModelDoc.Capsule ModelDoc.Cylinder
28 Days Ago
Update Cylinder helper rendering in ModelDoc
29 Days Ago
ModelDoc: Hide translation/rotation gizmo from 'box' helper when they aren't functional
29 Days Ago
Fixed cached attachment transforms not updating for a frame or two around entity creation Fixes single-fire particles in Entity.ClientSpawn attached to an entity attachment spawning at map origin Fixed ModelDoc particle previews ignoring Attachment Offset
29 Days Ago
Fixed a minor issue with ModelDoc GameData previews CMapListService no longer returns _bakeresourcecache.vpks in the list Fixes _bakeresourcecache files appearing in ModelDoc's preview map selector, possibly other places too
30 Days Ago
ModelDoc: Proper previews for compiled GenericGameData nodes
30 Days Ago
Update base.fgd Cleanup FGDWriter Make Hammer.Skip for entities not inherited
30 Days Ago
GenericGameData fgd autogen Delete IModelGameData, Add ModelDoc.GenericGameData Attribute Move door_sounds modelgamedata to c# Move prop_data to c# Update models_gamedata.fgd Move explosion_behavior to c# More strict usage for AutoGenerate, FGDType and BitFlags attributes Classes can dictate their own FGD type via FGDTypeAttribute (So you don't have to put the attribute on every property every time) Rename ParticleAttachment fields to be consistent FGDWriter can output classes as "choices" selector in tools This is a workaround to be able to use strings as data in fgd choices type, which c# enums do not allow. Move 'particle' (particles_list) modelgamedata to c# Cleanup Fix Model.GetData<>() not working with structs ModelBreakPiece works with Model.GetData<>() Obsolete Model.GetJson, GetData(str), HasData(str) Update ModelExtension.cs FGDWriter can use ComponentModel.DisplayName & JsonPropertyName Attributes ComponentModel.DisplayName replacing Property.Title JsonPropertyName replacing Property.Name If a class as no properties with [Property] attribute, all properties will be exported to .fgd Delete ParticleAttachmentType Switch ModelGameData back to JSON for deserialization Update BasePathNode.cs Remove no longer needed interop methods Fix missing 'using' in FGDWriter Added Model.TryGetData<> FGDTypeAttribute can now provide choices to fgd properties Attribute suffix for ModelDoc attributes Fix recent changes Make ParticleAttachment public Hammer.Skip works for enum fields Engine's string to particleattachment type supports string numbers Model.GetData<>() supports deserializing to enums ModelParticle class uses ParticleAttachment enum Merge ModelDoc.ListAttribute into ModelDoc.GenericGameData, and rename it to ModelDoc.GameData Demote Model.TryToGetData()'s error to a warning Update base_modeldata.fgd Merge pull request #75 from Facepunch/modeldoc-fgdgen Basic FGD Autogen for ModelDoc
31 Days Ago
Make ParticleAttachment public Hammer.Skip works for enum fields Engine's string to particleattachment type supports string numbers Model.GetData<>() supports deserializing to enums ModelParticle class uses ParticleAttachment enum Merge ModelDoc.ListAttribute into ModelDoc.GenericGameData, and rename it to ModelDoc.GameData Demote Model.TryToGetData()'s error to a warning Update base_modeldata.fgd
31 Days Ago
Fix recent changes
31 Days Ago
Attribute suffix for ModelDoc attributes
31 Days Ago
Merge from main: env_hudhint entity removal, CSoundPatch __tostring crash fix
31 Days Ago
FGDTypeAttribute can now provide choices to fgd properties
34 Days Ago
Added Model.TryGetData<>
34 Days Ago
Fix missing 'using' in FGDWriter
34 Days Ago
Remove no longer needed interop methods
34 Days Ago
FGDWriter can use ComponentModel.DisplayName & JsonPropertyName Attributes ComponentModel.DisplayName replacing Property.Title JsonPropertyName replacing Property.Name If a class as no properties with [Property] attribute, all properties will be exported to .fgd Delete ParticleAttachmentType Switch ModelGameData back to JSON for deserialization Update BasePathNode.cs
35 Days Ago
Obsolete Model.GetJson, GetData(str), HasData(str) Update ModelExtension.cs
35 Days Ago
Cleanup Fix Model.GetData<>() not working with structs ModelBreakPiece works with Model.GetData<>()
35 Days Ago
FGDWriter can output classes as "choices" selector in tools This is a workaround to be able to use strings as data in fgd choices type, which c# enums do not allow. Move 'particle' (particles_list) modelgamedata to c#
35 Days Ago
More strict usage for AutoGenerate, FGDType and BitFlags attributes Classes can dictate their own FGD type via FGDTypeAttribute (So you don't have to put the attribute on every property every time) Rename ParticleAttachment fields to be consistent
35 Days Ago
Move door_sounds modelgamedata to c# Move prop_data to c# Update models_gamedata.fgd Move explosion_behavior to c#
36 Days Ago
Delete IModelGameData, Add ModelDoc.GenericGameData Attribute
36 Days Ago
GenericGameData fgd autogen
37 Days Ago
Add info about the pivot tool in Hammer to ent_door's description Better warning message about duplicate ModelDoc nodes
37 Days Ago
Initial 'IsAtBottom' state for PreferScrollToBottom panels is true This makes it so you don't have to manually scroll console to the bottom each game session once there are enough messages to fill the console's height Scrolling below console message spam now keeps the console scroll pinned to the bottom Merge branch 'master' of sbox
38 Days Ago
Hammer: Fixed shift dragging groups not updating new group's name in the outliner
38 Days Ago
Refine asset browser scroll Default scroll is now 1 tile high (Used to be 3 tiles), free scroll is now flat 32px instead of flat 10px. These numbers are 'per scroll wheel move' Merge branch 'master' of sbox