731 Commits over 1,157 Days - 0.03cph!
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
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
Maintain CRLF line endings in FGDs + remove trailing whitespace
Update base.fgd
Restore surface asset type defaults
ModelDoc.Sphere's origin argument is optional
Give 'explosion_behavior' property descriptions and a radius visualization
Add sandbox and sbox-ai-lab addons to gitignore
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
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
Added various ModelDoc markup attributes for ModelDoc GameData nodes
ModelDoc.Axis
ModelDoc.Box
ModelDoc.Sphere
ModelDoc.Capsule
ModelDoc.Cylinder
Update Cylinder helper rendering in ModelDoc
ModelDoc: Hide translation/rotation gizmo from 'box' helper when they aren't functional
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
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
ModelDoc: Proper previews for compiled GenericGameData nodes
Update base.fgd
Cleanup FGDWriter
Make Hammer.Skip for entities not inherited
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
Add info about the pivot tool in Hammer to ent_door's description
Better warning message about duplicate ModelDoc nodes
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
Hammer: Fixed shift dragging groups not updating new group's name in the outliner
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
ModelDoc: Display a warning when duplicate genericgamedata nodes are present
ModelDoc: Fixed warnings being treated as errors in edit mode
Added comments to Hammer.VisGroup & other minor changes
FGDWriter handles RangedFloat class
DecalDefinition asset is now autogenerated
Breaking Change: Removed PropertyAttribute.FGDType/Group/Hammer
Use FGDTypeAttribute, CategoryAttribute and Hammer.SkipAttribute instead
Fixed bottom crate gib spawning underground and fallout out of the map
Update clothing.asset
Improved how gib limit works by removing old gibs first, increased default gib limit
Fixed help text not loading for .asset editor
Also added some helptext for clothing asset
Properly display errors when ModelDoc fails to import a model (fbx/obj, etc)
Fix compile warning about Trace.Sweep XML comment
Merge branch 'master' of sbox
Removed weird 20px top padding from console panels
Entering a console command automatically scrolls console to the bottom
Adds Panel.TryScrollToBottom()
Give game list a placeholder background when game's thumb is loading
Placeholder text for loading/failed to load games on home screen
Allow Solid/Brush/Mesh entities to appear in Entity Tool and be spawnable using it (Hammer.EntityTool attrib)
ent_nav_blocker and func_nav_markup now appear in the entity tool for visibility
Entity tool buttons now use entity class description for tooltip if a tooltip was not provided
Multiple class tags in fgd autogenerate correctly
Added Hammer.VisGroup which puts entities in given automatic visgroup
Also give auto visgroups to most c# entities