731 Commits over 1,157 Days - 0.03cph!
Switch PlatformEntity to pure LocalVelocity movement
Adds ModelEntity.MoveWithVelocity method.
Removed func_movelinear and func_rotating from the fgd, use ent_platform instead
Fixed KeyframeEntity setting player positions to NaN in certain cases
Output<T> with an enum now writes proper type to the .fgd
PlatformEntity: Fixed stop sound playing when Stop/ToggleMovement is called while the platform is in its TimeToHold wait state
PlatformEntity: Fixed the rotation direction being backwards in-game compared to the visualization
Added DebugOverlay to (Path)PlatformEntity (ent_text concommand)
Merge branch 'master' of sbox
Add more movement types to DoorHelper visualizer, and use that for ent_platform
Update base.fgd
Minor fixes to ent_platform
Fixed a typo in LogicEntity description
Hammer: Force uniform scale gizmo, this time only for non prop_static models
Fixed documentation comment for StandardPostProcess.Falloff
ent_path_platform - WarpToPoint also sets angles and fires OnPassed output on nodes
KeyframeEntity: Handle negative Time.Now intervals
Get rid of unnecessary includes
Add more randomness to generic gibs
Hammer: Re-enable non uniform scaling for prop_static
ModelDoc: Added ability to convert hitboxes to AO proxies
Hammer: Prevent non-uniform box scale and scale on models via gizmos
Minor cleanups in entity files
ent_path_platform improvements
Added "WarpToPoint" input
Added "Length" property (used for turn angles)
Fixed turn angle calculation when using non default Forward Direction
Added 'movement_path' entity, which has extra properties and outputs for ent_path_platform
movement_path has OnPass output and "Speed" property.
Fixed base.fgd not being written, fixed Hammer inputs not having their descriptions in the fgd
Fix up break pieces on citizen_props/ models
Rename FuncBrush.cs to BrushEntity.cs
Added Rotation.Random to complement Vector3/Angles.Random
Update base.fgd
Added StartPosition option to ent_platform & other minor updates
BREAKING CHANGE: ent_platform "Spawn Settings" flags were separated into their own C# properties and now have proper descriptions, maps using "Starts Moving" and "Loop Movement" features will need recompiling
Merge branch 'master' of sbox
Added DoorEntity.Break input
Added Health keyvalue, Break input and OnBreak/OnDamaged outputs to FuncBrush
Also renamed FuncBrush class to BrushEntity
Fixed KeyframeEntity methods not working correctly with host_timescale above 1
Improvements to documentation of some methods and properties
Host.Name, Host.Color, Model game data methods, LogicEntity, ent_platform
Update FuncMonitor.cs
Give physics to some rust ported junk models
Breakables class will now try to spawn generic gibs if model has none
Update base.fgd
Update .fgd files to remove func_platrot, func_breakable
func_breakable is superseded by func_brush
Remove env_spark, point_tesla, logic_lineto, physics_cannister, point_gamestats_counter from the base.fgd
Fix description of ent_path_platform.StartBackwards
Fix startup assert related to duplicate QT layout
Fixed start up exception due to a malformed comment
Added DoorEntity.OnDamaged
Merge branch 'master' of sbox
Adjusted glass surface, added glass.shard and glass.pane surfaces & use those for shatterglass
Try to reduce spinning of large shatter glass pieces
Hookup map IO on the 2 construct prefabs that use navblockers
Unify BinaryReader/BinaryWriter extensions
Added Entity.Write(), Entity.Read()
Fixed BinaryWriter/BinaryReader entity extensions
Make all BinaryWriter/BinaryReader extensions use the class Read/Write methods
Added BinaryReader.ReadRotation
Added Rotation.Write
Added Vector2.Read/Vector2.Write
Mention light probe volume in func_water's description
Fix Water Ripple stuff creating errors and not working
Merge branch 'master' of sbox
Fix inheriting from LibraryAttribute not working for entities clientside
Hide obsolete water entities from Hammer, update base.fgd
Make Color/Color32/Rotation/Vector3.Read static
Make Angles.Write not static
Default use behavior will try to see if parent entity is usable if the one aimed at isn't
Added "Static" property to prop_physics - if set disables physics (gravity) and acts as a nav blocker
Implement AttachmentOffset and AttachmentType for ModelParticle ModelDoc node for prop_physics
Added ability for ent_door to be breakable.
It uses all the same systems as prop_physics do. So prop_data node on the model sets health, break pieces are used from the model, and there's an option to not have the door breakable even if the model is. Added OnBreak output.
By default doors are not breakable.
Fixed ModelDoc GameData nodes without properties not deserializing correctly
Remove non existent projects from groups.vgc
InteropGen: Adjust ArgDefinedClass for Resource Handles when the arg is not a return
Added Model.ToString to include the model path
Flush model game data node cache on model recompile
Fixed Prop trying to get model game data of NULL model when its model is recompiled
Prevent Surface being able to have itself as the base surface
Fixed GlassShard.CalculateArea not working on client
func_shatterglass: Added ability to change material when the glass breaks
Make Model.GetJson internal
Added Model.GetAllData<T>()
BaseTrigger handles touching entities properly when Enabling/Disabling
Fixes sbox-issues/issues/1255
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