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729 Commits over 791 Days - 0.04cph!

2 Years Ago
FGDWriter reads XML correctly for properties
2 Years Ago
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
2 Years Ago
Fix light_environment's sky lighting keyvalues not being setup correctly
2 Years Ago
Removed debug output from FGDWriter
2 Years Ago
Make Hammer.EntityTool Attribute not inherited
2 Years Ago
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
2 Years Ago
Restore and make obsolete PointLightEntity.LightCookie
2 Years Ago
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
2 Years Ago
Texture and Rotation support for custom Hammer properties
2 Years Ago
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
2 Years Ago
EditorModelAttribute can do different color tint when the entity is dynamic (for lights) Added Hammer.CanBeClientsideOnlyAttribute Added 2 internal Hammer helper attributes
2 Years Ago
Fix compile warning with SoundEvent asset type
2 Years Ago
FGDWriter considers writes doubles as floats
2 Years Ago
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
2 Years 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
2 Years Ago
Give RangedFloat an implicit float initializer operator
2 Years Ago
Temporarily fix "Duplicate FGD class" popup/asserts by not writing light entities
2 Years Ago
Recompile all surface assets FGDWriter supports System.ComponentModel.DefaultValueAttribute Restore missing descriptions/defaults for surface and soundevent assets
2 Years Ago
Make sure floats are quoted in .fgds Remove base classes from engine.fgd Give Particles class a description Update base.fgd/sound.asset
2 Years Ago
Maintain CRLF line endings in FGDs + remove trailing whitespace Update base.fgd
2 Years Ago
Restore surface asset type defaults ModelDoc.Sphere's origin argument is optional Give 'explosion_behavior' property descriptions and a radius visualization
2 Years Ago
Add sandbox and sbox-ai-lab addons to gitignore
2 Years 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
2 Years 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
2 Years Ago
Added various ModelDoc markup attributes for ModelDoc GameData nodes ModelDoc.Axis ModelDoc.Box ModelDoc.Sphere ModelDoc.Capsule ModelDoc.Cylinder
2 Years Ago
Update Cylinder helper rendering in ModelDoc
2 Years Ago
ModelDoc: Hide translation/rotation gizmo from 'box' helper when they aren't functional
2 Years 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
2 Years 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
3 Years Ago
ModelDoc: Proper previews for compiled GenericGameData nodes
3 Years Ago
Update base.fgd Cleanup FGDWriter Make Hammer.Skip for entities not inherited
3 Years 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
3 Years Ago
Add info about the pivot tool in Hammer to ent_door's description Better warning message about duplicate ModelDoc nodes
3 Years 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
3 Years Ago
Hammer: Fixed shift dragging groups not updating new group's name in the outliner
3 Years 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
3 Years Ago
ModelDoc: Display a warning when duplicate genericgamedata nodes are present ModelDoc: Fixed warnings being treated as errors in edit mode
3 Years Ago
Added comments to Hammer.VisGroup & other minor changes FGDWriter handles RangedFloat class DecalDefinition asset is now autogenerated
3 Years Ago
Breaking Change: Removed PropertyAttribute.FGDType/Group/Hammer Use FGDTypeAttribute, CategoryAttribute and Hammer.SkipAttribute instead
3 Years Ago
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
3 Years Ago
Fixed help text not loading for .asset editor Also added some helptext for clothing asset
3 Years Ago
Properly display errors when ModelDoc fails to import a model (fbx/obj, etc)
3 Years Ago
Fix compile warning about Trace.Sweep XML comment Merge branch 'master' of sbox
3 Years Ago
Removed weird 20px top padding from console panels Entering a console command automatically scrolls console to the bottom Adds Panel.TryScrollToBottom()
3 Years Ago
Give game list a placeholder background when game's thumb is loading Placeholder text for loading/failed to load games on home screen
3 Years Ago
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
3 Years Ago
Multiple class tags in fgd autogenerate correctly
3 Years Ago
Added Hammer.VisGroup which puts entities in given automatic visgroup Also give auto visgroups to most c# entities
3 Years Ago
Added ent_nav_blocker, as replacement for func_nav_blocker Remove func_nav_blocker from the fgd
3 Years Ago
Make sure EntityComponent.OnDeactivate is called when the component's entity is removed