731 Commits over 1,157 Days - 0.03cph!
Added ent_nav_blocker, as replacement for func_nav_blocker
Remove func_nav_blocker from the fgd
Make sure EntityComponent.OnDeactivate is called when the component's entity is removed
[ResourceType()] attribute works with custom asset types
Adjusted how prop_physics explosions work
Added OnBreak output
Added Break input
Implemented simple gib limit for props (gibs_max cvar)
Added Hammer.OrthoBoundsHelper attribute
Minor change to map path nodes on compile
Removed hack for editor override for asset fgd gen
Fixed a crash when entity keyvalue values over 260 characters contain targetnames to fixup
Asset FGD generation supports structs and struct arrays
Minor fixes for string.TryToType and Color
Add documentation to the remaining trace functions & traceresult fields
Implement TraceResult.HitboxIndex for Sweep traces
Also default TraceResult.HitboxIndex to -1 when the trace did not hit a hitbox, because hitbox 0 is a valid hitbox. Also is now consistent with TraceResult.Bone
Adding PhysicsBody.SetSurface
[Hammer.Sphere] can now accept a float instead of a string key for static range
Added C# documentation to PhysicsBody and related classes that explains how they all relate to each other
ModelDoc: drag'n'drop also works for vmdl(_c) files
Fixed a minor bug with line tool helper
Added Hammer.Line, Hammer.BoxSize, Hammer.BoundsHelper attributes
Also adds IsLean option to Hammer.Sphere
Deprecated renderamt keyvalue in favor of rendercolor alpha channel
ModelDoc shows .vmdl_c files in Open File dialog by default
Hammer: Entity tint color better represents what it will look like in-game
Disable tint alpha for meshes in Hammer as it gets lost during map compile
Improve multiselect handling of color property's alpha text input
On select displays average of all selected objects
Tie to World and Untie from Entity commands copy the rendercolor between entity and mesh
Force mesh alpha in Hammer to 255 when rendering
This is temporary to prevent confusion when hammer and in-game do not match
Merge branch 'master' of sbox
Move Hierarchy category above targetname in Hammer
More dynamic way to hide certain keyvalues for SupportsSolids brushes
hide_when_solid = true KV3 metadata key
Merge branch 'master' of sbox
'alpha = true' KV3 metadata tag for color255 fgd type now enables alpha selection
Alpha was always exported by color255, but was never actually editable.
Added 'inline' alpha entry to color255 property editor
Force alpha to 255 if alpha editing is not enabled (color255 fgd type)
Prevents cases where alpha was stored and loaded as non 255 and is unable to be edited/fixed.
Added ability for embedded properties (Hammer) to have KV3 meta data
Merge branch 'master' of sbox
AutoFGD: 'Render Properties' to 'Rendering'
Removing usage of legacy per property metadata keys in AutoFGD in favor of KV3 metadata section like entities already use
The old and new systems cannot be used together (like Asset AutoFGD was trying to do), and the new system allows for any random key-value sets to be stored, not only those from a predefined set in the old system.
This commit also loads data from the new system into the internal fields old system was loading into, so there's no functionality loss.
Obsoletes Hammer.FieldMetaDataAttribute.AddMetadata( List<string> ) in favor of AddMetadata( Dictionary<string, string> )
Hide 'World Model' related keyvalues for SupportsSolids brush entities
Fixed Output<T> not being created properly on entities
Display AutoTags above user defined tags in asset brower/Hammer/etc
Hammer displays Input/Output parameter types in the Outputs tab
Added Output<T>, provides the correct output type in the FGD
Obsoletes Output.FireWithParam, use Output<T>.Fire
AutoFGD: Ignore 'activator' parameter when deciding what fgdtype to write for an Input
Hide overlays from Materials tab in Hammer, they appear in Overlays tab already
Ignore _bakeresourcecache.vpk files in asset browser
Automatically hide Hammer entity icons from Hammer's material list
This is so that there's less useless clutter in Hammer's material selection
Asset browser displays and searches though real file extension, not the asset type file extension (which is jpg for all images)
Lighting Preview files are extracted next to the map itself, not in the "leafiest"/last loaded mod
write baked light probe cache vtex via full path so it doesn't end up in the wrong folder
Fixed path_particle_rope not showing up in game
Necessary key values on map compile for node<->path linking in C#
Fixed multi physics body models flying off to space/resetting angles when using keyframe/static physics
Added Particles.SetSnapshot
Added Particles.SetModel
Added ability to get break_command_list data from models
Merge branch 'master' of sbox
Add a tip about restarting the game to 'is from an unrecognized content path' message in material editor
ModelDoc 'Unable to load the FGD file' now include the errors
Merge branch 'master' of sbox
Fixed a crash in KeyValues3ToJson when given invalid KV3 data
Error handling for FGDCurve, added IsValid, Mins, Maxs
Do not write a gamemode .fgd if it will contain no entities
FGDCurve can be used in Assets (Added JSON deserializer)
Do not write a gamemode .fgd if the gamemode has no entities
FGDWriter strips away invalid symbols for baseproperties class
Added MathX.Remap
Added curve support to custom Entity properties via FGDCurve class
Added support for IList, List, IReadOnlyCollection to Asset autoFGD
Added support for TagList in assets
Added Tags field to all entities in Hammer
Restore other Hierarchy properties in FGD autogen and do not duplicate then for every entity, use baseclasses instead
Support for basic arrays in asset autofgd
Make tag list editor in Hammer take less space per tag
ModelDoc: Warn if model has too many bodygroups
Restore documentation on EntityTags/TagList, fixed EntityTags.HasAny
Also do not hide cordons with hide unselected that makes a selection set
Fixed Undos not updating cordon visibility
Fixed asserts in Hammer with that uses RenderThickLine
QuickHide Unselected doesn't hide cordons
Previous caused everything to disappear which is clearly unhelpful
Added ITagList interface for TagList and Internal.EntityTags, Added ITagList.HasAny( ITagList ), ITagList.Toggle
Make escaping quotemarks in console commands work
Fixes specially formatted chat messages breaking up, and other not yet encountered issues
Remove point_*command entities from the native code
Fixed a typo in Transform.Add docs
Fixes sbox-issues/issues/939
Added Sandbox.TagList struct, interfaces with "tags" FGD type
Fixed a minor issue with "tags" FGD editor
Bump COORD_NOTINIT so Hammer selection bounds don't get clamped to
99999 in every direction