6,195 Commits over 3,867 Days - 0.07cph!
Fixed broken translation for askconnect.loading
Fixed Lua errors when there are no permissions
FIxed permissions.AskConnect connecting to a "bad address"
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
markup library improvements - Adds markup.Escape, markup.Color, MarkupObject:GetMaxWidth, new argument to MarkupObject:Draw (Community Contribution)
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
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
TTT: Updated language files (Community Contribution)
TTT: Fixed TTTCanPickupAmmo only allowing 'true' return values (Community Contribution)
Micro optimization in draw.SimpleText (Community Contribution)
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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
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
Fixed entity filter in console not working
Make Surface.BaseSurface work
Also adds Surface.Get/SetBaseSurface()
Fixed rubber surface having a muzzleflash as impact effect
Improved "Open away from player" behavior for ent_door for models whose x+ axis is not the "inward" direction
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
Make 'Couldn't load menu assembly' error contain the whitelist errors
Change Host.Color for servers from Blue to Cyan for better readability
Fixed CollisionGroup.Always acting as a ladder
prop_physics debris/weapon collision groups work as expected
BaseWeapon can hit debris
Fixed ModelDoc crashing when compiling a gamedata node with no valid FGD class
Added ModelDoc.Line/EditorWidget/HandPose attributes
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
Fixed ModelDoc mesh import filter not hiding duplicate counter labels when filtering
Fixed blendable materials not getting their 'Blend Material` tag
Existing materials will need to be recompiled for this to take effect
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
Fixed Hammer showing custom ModelDoc nodes as entities
FGDWriter reads XML correctly for properties
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
Fix light_environment's sky lighting keyvalues not being setup correctly
Removed debug output from FGDWriter
Make Hammer.EntityTool Attribute not inherited
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
Restore and make obsolete PointLightEntity.LightCookie
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
Texture and Rotation support for custom Hammer properties
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
EditorModelAttribute can do different color tint when the entity is dynamic (for lights)
Added Hammer.CanBeClientsideOnlyAttribute
Added 2 internal Hammer helper attributes
Fix compile warning with SoundEvent asset type
Added .vs/* into gitignore
FGDWriter considers writes doubles as floats
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
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
Give RangedFloat an implicit float initializer operator
Temporarily fix "Duplicate FGD class" popup/asserts by not writing light entities
Recompile all surface assets
FGDWriter supports System.ComponentModel.DefaultValueAttribute
Restore missing descriptions/defaults for surface and soundevent assets
Make sure floats are quoted in .fgds
Remove base classes from engine.fgd
Give Particles class a description
Update base.fgd/sound.asset
Update base_modeldata.fgd
Use nullable ints in ModelBreakParticle command
ModelDoc does not write GenericGameData fields that are at default value
This is to make nullables in C# modeldoc structs happen