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705 Commits over 641 Days - 0.05cph!

6 Hours Ago
Hide Sandbox.Internal.Tests.CmdTest & AssetList event handlers (again & properly))
Yesterday
Documentation pass Hide a bunch of protected methods (event callbacks) BindSystem.DoTick - BindSystem.Tick is public AssetBrowser.OnAssetSystemChanges and OnAssetContextMenu AssetList.Refresh, BuildAllIconsR, RecompileAllAssetsR, OnFbxFileAssetContext, OnAssetThumbChanged, OnAssetContextMenu_*, OnFolderContextMenu_*, OpenFolderContextMenu
2 Days Ago
Documentation pass
2 Days Ago
Allow manually networking structs via INetworkSerializer This is useful for structs that cannot be automatically networked due to nullable types. Make EntityTarget struct networkable Switch ParticleSystemEntity to create effects clientside Fixes issues for players joining a server after particles are toggled on or off and not seeing them Handle potential NRE in BasePathNodeEntity
3 Days Ago
Documentation pass Internalize some methods EntityComponent.ResetComponentId ScreenEffects.VignetteSettings.Apply Remove pointless IEntity overrides in Entity So that Entity can get IEntity's docs without extra work
4 Days Ago
Fixed particles not going to sleep properly Now happens after the 10 second delay of not rendering like expected Setting a control point on a particle system wakes it up Fixes rain particles not returning after staying outside a precipitation volume for 10+ seconds. Do not error when precipitation volume entity is given empty particle paths Stop looping sounds on destruction of the sound entities snd_event_alignedbox and snd_event_point specifically
8 Days Ago
FGDCurve doesn't error when given empty input string
8 Days Ago
Remove hack that strips empty string key values on map compile Allows existing key values to be set to empty, such as func_precipitation particle effects Removed unused functions - ConvertOldKeyValuesToNew & UTIL_LoadAndSpawnEntitiesFromScript
8 Days Ago
Fix cloud assets not loading for local maps in local projects For map projects that are outside of the game directory and are loaded without using their ident
9 Days Ago
LocalProject.FindByIdent can find #local packages Only add the LocalProject for server's current map, not all of them
9 Days Ago
Load resources from local map addons on server start Fixes soundscapes in local map addons not loading in-game. Also added a warning when a soundscape entity fails to load a soundscape.
11 Days Ago
Fix Hammer properties sometimes not being set For cases when there's 2 properties and one's classname override is the same as anothers' actual name in code, and the code choosing the "wrong" property. func_brush sets its Health when it is overridden in Hammer Simplify code setting hammer property info
15 Days Ago
Improve placement of external gibs for multi body props
22 Days Ago
Improve Breakables handling of multi physbody entities
30 Days Ago
Fix movement_path_node missing
49 Days Ago
Aggressively clip water reflections to prepare for SSR This leafiest asset stuff isn't used anymore When registering custom asset type assets, register the compiled version too - which stops it thinking they're not compiled If imported GameResource isn't compiled then compile it Fixed passing in wrong name to RegisterResourceReference (might not be a bug but it looks like one) Don't group identical console messages with different loggers Failing test for lambdas declared in non-swapped generic methods But with swapped type parameters Fixed test in 8a2bb255285d1e47c1314b70cd47f5ef92a2b21d Log error when encountering unhandled generated types This is faster without the parallel Add benchmark project Induce a tools hotload swap after game hotload - for the sakes of consistency This was happening anyway, just at a random point Make matt's amsi patch default (-amsi to disable) vacuum => vacuum cleaner Added ISet/HashSet property editor Clean up visuals of Dictionary property editor Rubikon: capsule vs hull/mesh improvements from Dirk Cleanup coreclr patch a bit Strip xbox code from filesystem Strip all this whitelist bullshit from basefilesystem Fix strong handle leak in Model.Get( IModel ) - you could get ref counts on a model resource over a million from 5 minutes of gameplay Fix strong handle leak on Material.Get( IMaterial ), ParticleSystem.Get( HParticleSystemDefinition ), AnimationGraph.Get( HAnimationGraph ) Model.Loaded uses WeakReference to not keep models that have no references loaded New Outfit Piece! - Flat Shoes Simple nice flat shoes - https://files.facepunch.com/daniel/1b1411b1/sbox-dev_I8fdIZ9f6K.jpg Adjustments + Reskins coming asap. Sorted out some XML documentation warnings UI2: Fixed length parse fail for ending parenthesis, fixes "lighten/darken(#fff, 20%)" Added more ColorParse tests, darken without spaces, and darken( mix ) Balaclava Morphs added Police Hat LODs Game keeps recompiling these surface_c files on my end Added RangedFloat editor that respects MinMaxAttribute FloatSliderProperty.HighlightColor now has an effect on the slider Improve DecibelsSlider behavior with tiny sizes Failing async method test Better support for parsing generated names with generic parameter count Hotload generated name refactor, fixing async state machine types Fixed VarClass sometimes getting stuck rebuilding every frame NeedsRebuild was getting set to true during the rebuild, so it'd keep doing it every tick "What's all this, then?" Merge branch 'master' of sbox UI2: Fixed bug introduced by my length parse fix, where border-image style would fail Add SetBorderImage test so that can't fall through the cracks again Make a copy of an Entity's components before clearing them out, fixes collection modified error from deleting a component from within another component. New Hair! - Goatee New Goatee including morphs - LODs coming soon https://files.facepunch.com/daniel/1b1511b1/sbox-dev_9jZfUNzaCg.jpg Pass depth buffer to translucent pass for glass Add Tex2DMaxMSAA Fix ghosting on glass when something is in-front of blurred glass Roll back support for SpawnMotionDisabled prop data Delete SpawnMotionDisabled altogether, prop data should never be deciding this Fixed uploading runtime addons not working Don't destroy model strong handle on reload for now Better fix for model reloads Failing test involving resolving method with namespaceless parameter Fixed resolving methods with namespaceless parameter types Use namespace alias operator in hotload tests Goatee small adjustments + colour variations Added Prop SetStatic input Hammer: Asset Spray tool colors https://files.facepunch.com/rubat/1b1511b1/sbox-dev_DJuBUU3yWI.mp4 updates props - disabled baking light on some models in prefabs - tweaked lods - fixed normal on some textures - added missing dirt/gloss on dead end texture - tweakes glow on some light textures Editor: Fixed not being able to upload maps to asset.party Merge branch 'master' into rubat-pain-day-3
50 Days Ago
Hammer: Asset Spray tool colors https://files.facepunch.com/rubat/1b1511b1/sbox-dev_DJuBUU3yWI.mp4
50 Days Ago
Added Prop SetStatic input
51 Days Ago
Added RangedFloat editor that respects MinMaxAttribute FloatSliderProperty.HighlightColor now has an effect on the slider Improve DecibelsSlider behavior with tiny sizes
52 Days Ago
vacuum => vacuum cleaner Added ISet/HashSet property editor Clean up visuals of Dictionary property editor
53 Days Ago
Hide DevCommands class
53 Days Ago
Add -noamsi command line parameter for testing Implemented a simple assembly resolver for Tools Allows hotload to make more valid substitutions Cleanup Failing hotload tests for lambdas in static constructors Fixed finding scope method ordinals of static constructors Stop expecting every method to have a scope ordinal Fixed IsMatchingType(typeRef, type) with nested types Fixed ResolveMethod() with a static constructor ref Fix upgrading lambda display class instances that are found in the wild GetNewType consistency Now returns null to mean a substitution couldn't be found Added failing generic delegate test Organised and documented delegate hotloading tests Fixed AreEqualTypes when exactly one param is null AreEquivalentTypes(old, new) refactor Fixed finding substitutions for generic parameters Only add events on retail Don't hotload/etc compiled assemblies that we've already hotloaded Client only reload assemblies that have changed No need to re-verify assemblies that we've already verified Parallel thread .cs reads Cleaner Generators Clean compilegroup/compiler thread stuff Entity.FindByIndex<T> just return null if can't cast to right type Fix test TypeLibrary hunch speedups Don't do GC during server addon loading Include editor sounds so everyone gets annoying compile sounds Hotload manager use its own logger Include compiled shaders on server Disable AC optimization (it's not filling the resolver in propertly) Fix package selector property not saving or updating Don't pass #local packages to GameSupport optimized shader build Fix crash when fetching object bounds too early Fix water reflections renderbounds so it doesn't take the size of the entire map Switch @visibility to @internal - because afaik it's the only visibility that makes sense + add unit tests Merge branch 'master' into iteration-speed-sucks Order the syntaxtrees before giving them to the compiler, because hotloading is going to want the names of things to be as close as deterministic as possible Fix compile notifications popping up on boot Fix compile notifications appearing on the top left of the screen for no reason Not using it, but can at least fix SetWindowNoActivate Merge pull request #688 from Facepunch/iteration-speed-sucks Speed up code iteration time Merge branch 'master' into rubat-pain-day-3 Fix some XML comment warnings Hide Sandbox.JointMotion - unused enum Move Sandbox.VideoDisplayMode to Sandbox.DataModel Move Sandbox.CompilerSettings to Sandbox.DataModel Move EditorAttribute/HideInEditor/MinMax/EditorModel to Editor namespace Move Sandbox.ModelEditor to Editor namespace Sandbox.ModelEditor => Editor.ModelEditor Sandbox.ModelEditor.Internal => Editor.Internal Sandbox.ModelEditor.Nodes => Sandbox.ModelEditorNodes Rename Editor.MapEdiitor.Sphere to Editor.MapEdiitor.RadiusSphere Avoids conflicts with ModelEditor.Sphere
53 Days Ago
Move Hammer attributes to Editor.MapEditor Delete AutoGenerateAttribute - unused Delete DebugOverlayAttribute.cs - empty file Clean up entities to not use LibraryAttribute Cleanup DevCam namespaces
56 Days Ago
PackageExtensions to SandboxGameExtensions Transform.ConcatTransforms => Transform.Concat Move GameServices to Sandbox.Internal NullChecks => SandboxGameExtensions Move internal EntityUtility to OOBChecks Move Sandbox.MenuEngine.FileSystem.OpenFileDialog to Sandbox.MenuUtility.OpenFileDialog Rename Sandbox.FileSystem in System.Tools to Editor.FileSystem Move Sandbox.IMenuAddon to Sandbox.Internal and make it an interface
56 Days Ago
Strip out built in noclip Devcam cleanup Organize base extensions into one class Move Assert to Sandbox.Diagnostics Added "Animation Speed" property to prop_animated Implement prop_data SpawnMotionDisabled Use prop_data.SpawnMotionDisabled for parking_barrier first gib PackageExtensions to SandboxGameExtensions Transform.ConcatTransforms => Transform.Concat Move GameServices to Sandbox.Internal NullChecks => SandboxGameExtensions Move internal EntityUtility to OOBChecks Move DevCam stuff to Sandbox.UI.DevCam from Sandbox Move Sandbox.MenuEngine.FileSystem.OpenFileDialog to Sandbox.MenuUtility.OpenFileDialog Rename Sandbox.FileSystem in System.Tools to Editor.FileSystem Move Sandbox.IMenuAddon to Sandbox.Internal and make it an interface Revert "Move DevCam stuff to Sandbox.UI.DevCam from Sandbox" This reverts commit e084b44e963a5ada259328585b83444dfc66d5d0. Merge branch 'rubat-pain-day-2' of sbox into rubat-pain-day-2
56 Days Ago
Added "Animation Speed" property to prop_animated Implement prop_data SpawnMotionDisabled Use prop_data.SpawnMotionDisabled for parking_barrier first gib PackageExtensions to SandboxGameExtensions Transform.ConcatTransforms => Transform.Concat Move GameServices to Sandbox.Internal NullChecks => SandboxGameExtensions Move internal EntityUtility to OOBChecks Move DevCam stuff to Sandbox.UI.DevCam from Sandbox Move Sandbox.MenuEngine.FileSystem.OpenFileDialog to Sandbox.MenuUtility.OpenFileDialog Rename Sandbox.FileSystem in System.Tools to Editor.FileSystem Move Sandbox.IMenuAddon to Sandbox.Internal and make it an interface Added "Animation Speed" property to prop_animated Implement prop_data SpawnMotionDisabled Use prop_data.SpawnMotionDisabled for parking_barrier first gib PackageExtensions to SandboxGameExtensions Transform.ConcatTransforms => Transform.Concat Move GameServices to Sandbox.Internal NullChecks => SandboxGameExtensions Move internal EntityUtility to OOBChecks Move DevCam stuff to Sandbox.UI.DevCam from Sandbox Move Sandbox.MenuEngine.FileSystem.OpenFileDialog to Sandbox.MenuUtility.OpenFileDialog Rename Sandbox.FileSystem in System.Tools to Editor.FileSystem Move Sandbox.IMenuAddon to Sandbox.Internal and make it an interface Revert "Move DevCam stuff to Sandbox.UI.DevCam from Sandbox" This reverts commit e084b44e963a5ada259328585b83444dfc66d5d0. Merge branch 'rubat-pain-day-2' of sbox into rubat-pain-day-2
56 Days Ago
Move Sandbox.IMenuAddon to Sandbox.Internal and make it an interface
56 Days Ago
Move DevCam stuff to Sandbox.UI.DevCam from Sandbox Move Sandbox.MenuEngine.FileSystem.OpenFileDialog to Sandbox.MenuUtility.OpenFileDialog Rename Sandbox.FileSystem in System.Tools to Editor.FileSystem
56 Days Ago
PackageExtensions to SandboxGameExtensions Transform.ConcatTransforms => Transform.Concat Move GameServices to Sandbox.Internal NullChecks => SandboxGameExtensions Move internal EntityUtility to OOBChecks
56 Days Ago
Added "Animation Speed" property to prop_animated Implement prop_data SpawnMotionDisabled Use prop_data.SpawnMotionDisabled for parking_barrier first gib
57 Days Ago
Breakables follow animations when attached to a bone Adds Model.GetBoneTransform. Transform.RotateAround, Transform.ConcatTransforms Add ability for AnimatedMapEntity to be breakable Follows the same rules as normal props/door models Update Parking Barrier prop to use embedded break pieces
57 Days Ago
Fix SoundEvent using the max value when not supposed to
58 Days Ago
Fix some warnings Pressing ESC in asset picker closes it
58 Days Ago
Always add "Compile" option for shader asset type
58 Days Ago
Do not display "Recompile" option for assets that can't be recompiled Not Upload => Pending Upload Added "Copy Asset Path" to context menu in asset.party asset browser Also made "Copy Path" for local assets copy the correct extension
59 Days Ago
Delete more obsoletes Deleted PhysicsWorld.IsPointWater Deleted Sandbox.Component.Glow.Active/RangeMin/RangeMax Deleted FogStength from all light entities Deleted OrthoLightEntity.UseFogNoShadows Deleted Global.IsDedicatedServer/PhysicsSubSteps/PhysicsTimeScale Deleted ScenePanel.CameraPosition/CameraRotation/FieldOfView/AmbientColor/ClearColor/ZNear/ZFar/DisablePostProcessing/SceneAttributes
59 Days Ago
Delete Sandbox.ConstantBuffer (obsolete & unused) Delete TriggerHurt and TriggerTeleport (obsolete aliases) Delete TriggerMultiple.Wait (obsolete alias) Delete ModelBreakPiece.CollisionGroupOverride (obsolete) Delete CameraMode.DoFPoint/DoFBlurSize (obsolete) Remove unused properties of Sandbox.Water EnableShadows/EnableFog/EnableRefraction
59 Days Ago
Renamed ModelDocAttributes.cs to ModelEditorAttributes.cs
59 Days Ago
Delete BrushEntity.Solid (was obsolete) SurroundingBoundsType.Obb => SurroundingBoundsType.OBB Use RangedFloat in SoundEvent resource This change will make existing assets lose their PitchRandom/VolumeRandom until updated Move GlobalRpcHandler to Sandbox.Internal Make Sound.Index internal Hide Prediction.CommandsAcknowledged/LastExecutedPacketNum Move QTextBlock to Tools namespace Rename ModelDoc namespace to Sandbox.ModelEditor Also moved all ModelDoc node classes to Sandbox.ModelEditor.Nodes
59 Days Ago
Minor summary adjustment to PhysicsBody.SurfaceMaterial RangedFloat can be read from a number in JSON too
2 Months Ago
Delete Sandbox.Internal.Decals
2 Months Ago
Remove obsoletes Removed Sandbox.SpotLightCone Removed Sandbox.SceneSpotLight.SpotCone Removed Sandbox.UI.DataSource.ArraySource Removed Sandbox.UI.DataSource.BaseDataSource Removed Sandbox.UI.DataSource.BindMethod Removed Sandbox.UI.DataSource.Property Removed Assert.True( bool ) in favor of Assert.True( bool, string=null ) Removed Assert.False( bool ) in favor of Assert.False( bool, string=null ) Removed Vector3.LerpTo( Vector3, float ) in favor of Vector3.LerpTo( Vector3, float, bool = true ) Removed Vector3.LerpTo( Vector3, Vector3 ) in favor of Vector3.LerpTo( Vector3, Vector3, bool = true ) Removed Sandbox.DecalSystem
2 Months Ago
Added Input.SetViewAngles - actually sets view angles Use Input.SetViewAngles for setpos/setang & Game.MoveToSpawnpoint Added Go To option to entity list in tools (uses setpos concommand) Fix cable_dynamic entity not existing
2 Months Ago
Fixed changing asset types breaking paths with spaces in Asset Browser Added asset type locations to Everything in Hammer https://files.facepunch.com/rubat/1b0111b1/4YRjDUkg2p.png This only includes stuff that can be drag'n'dropped in Hammer Fix soundscape drag'n'drop not applying offset from hit surface
2 Months Ago
Fixed an issue with bind proxies change detection but passes tests now Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change. Fixes sboxgame/issues/issues/2594
2 Months Ago
Fixed an issue with bind proxies change detection Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change. Fixes sboxgame/issues/issues/2594 Minor cleanups
2 Months Ago
Fix asset.party sound(scapes) not loading for local maps unless they were opened in Hammer first Fixed Game Launcher play button not working on game start when the selected item is the first one
2 Months Ago
Hammer: Update sound(scape) drop targets to use file paths Also allows drag'n'dropping asset.party soundscapes. Map compiler does not complain about invalid format of unset sounds
2 Months Ago
Update citizen eyes materials Fix assets not firing PostReload when updated from memory
2 Months Ago
Fixed comboboxes in assets firing OnChanged event when first created Also fixed not changing the combo box selected item firing OnChanged event SoundEvent preview extra uses Audio.Play Some documentation