731 Commits over 1,157 Days - 0.03cph!
Hammer: Move selection tool keybinds UI below all the buttons
Added a 'clear text' button to Hammer's entity tool filter text entry
Hammer: try to save some vertical space in property editor tab
ModelDoc outliner tweaks
https://files.facepunch.com/rubat/1b0611b1/Vix2fB89dN.png
Fix a typo in qtoolbar.css
Improve text contrast in WeighList ModelDoc node editor
Fixed a ModelDoc crash when adding an animation hold
Happens when all existing animation holds are set to hold for 0 frames
Reduce default min width for qt combo boxes
causes issues in tools and auto shrinking
ModelDoc UI tweaks
MaterialGroup UI - fixed text contrast & made the editor able to shrink to fit node editor width, no more horizontal scrollbars
RenderMeshFile UI - reduced size of "Excude by default" text and allowed it to shrink to avoid horizontal scrollbars
Animations Controls widget/tab - reduced minimal required horizontal width
Merge branch 'master' of sbox
Iterate on ModelDoc default layout widget sizes
Make asset inspector preview/dependencies take a bit less space
Fix up toolbar styling for dropdowns
Better sound position for constraint break sound
Use new axis helper model for constraints
Implement Break Limits for all constraints except for Pulley
This includes Break input and OnBreak output
Also moved Break Limit properties to a category as they are not that commonly used
Pulley is currently bugged
Properly cleanup constraint joints on entity removal
Remove 'Follow teleport distance' property from constraints as it is not used
Implement 'Enable Collisions' for all constraints
(except for Pulley which is bugged)
Merge branch 'master' of sbox
Added Resume Game button to pause menu
Add icons to Sound and Gameplay categories in Hammer
Fixed Entity Tool's Collapsed Sidebar setting not saving
Renamed Hurt/Teleport Volume, give all c# entities categories
Added PushVolumeEntity as replacement for trigger_push
Minor cleanups
drawtriggers_toggle works for non BaseTrigger entities that have Trigger collision group
Update these materials
give Prop and PropGib 'prop' and 'gib' tags on spawn
Managed asset browser shows real file extensions
Internally still use the "asset type" file extensions, except for images (png, etc) so they can be found via Texture.Load
Revert "Managed Asset Browser shows real file extensions"
This reverts commit 43fe539cd88e4f031a56ecdf5c1017873cb06627.
Revert "Asset Picker uses real file extensions"
This reverts commit 85f1584f031118e88db08d7cc303920cb2a57312.
Widget.ConstrainToScreen also works horizontally
Apply ConstrainToScreen to popout menus
(Such as the asset browser icon size selector)
Managed Asset Browser shows real file extensions
Asset Picker uses real file extensions
Fixed Managed Asset Browser non square icon thumbs
Before/After
https://files.facepunch.com/rubat/1b2811b1/3qYvSlxfKZ.png
Fixed a bug in interopgen which caused certain functions getting called twice
Add proper editors to Surface asset sounds
Update some surface/sound assets
Do not spawn generic gibs if model has break_create_particle nodes
Fix nullable support for custom modeldoc nodes
random_color model node acts as a fallback not override
Update default balloon models to use random_color as default color
Rather than tinting the base material, we use random_color modeldoc node to set the default color of the balloon. This makes the balloon properly colorable in gamemodes rather than overlaying one color on another for colored balloons.
Also added break particles to balloons.
Merge branch 'master' of sbox
Fix recursion in event system handling private methods
Event system handles private methods of base classes
Update [Obsolete] messages of Noise functions
Workaround AmbiguousMatchException when executing Hammer inputs
Fixed ent_path_platform rotating unexpectedly at high speeds
Fix obsolete override usage in particle entity
Fix an animgraph related assert
Moved light animation code to C#
Better implementation for hiding model particles
Fixed duplicating helpers, inputs & outputs on hotreload
Hide model particles when the entity is hidden
Fixed Length Constraint particle preview when in an instance
Update warehouse lamp prefab to use length constraints particle property
Fixed InputAttribute's Name not doing anything
ModelDoc: Fixed bonemerged models disappearing on compile
Fixed missing particle preview for phys_lengthconstraint
Fix constraints not working correctly when inside prefabs
Map prefabs use post_processing_entity not the volume ent
Delete old lightstyles code & some old entities
water_lod_control, light_s1, light_spot_s1, light_directional_s1, light_glspot
Replace Light Style stuff with curve based animations
https://files.facepunch.com/rubat/1b2711b1/sbox-dev_bNKNBF1Rsg.mp4
Revert "Fix console spam related to BasePathEntity post pain day 3"
This reverts commit 9c0ed5a486d7e77135fb16bad68db3792218ccda.
TypeLibrary.SetProperty doesn't try to set read only properties
Fix console spam related to BasePathEntity post pain day 3
Even more cleanups
UI Form uses DisplayInfo over scraping attributes manually
Light entities clean ups
Deprecate FogStength
Added FogStrength
Rearranged properties so they appear more logically in Hammer
Removed "No Shadow" volumetric fog options from Orthographic Light - they are not supported by the engine
Removed Volumetric Fog options from Environment Light - Fairly certain volumetric fog does not function for that entity
Added pointers to entity/property descriptions regarding how to get volumetric fog working in a map
Removed HideInEditor from base entities as we now use opt-in system
Improve some attribute descriptions
Delete native map IO from native light entities
Delete native map inputs/outputs from BaseEntity
Remove native map inputs from Model/AnimEntity
Fixed MinMaxAttribute using min as max in Hammer
Display( Description = .. to Description( .. in engine
Improve tonemap controller preview in Hammer
Fixed certain types being displayed as structs in Inspector
Namely double and int64
Fixed non public methods not working as Hammer inputs
No point in having EnvironmentLightEntity derive from ModelEntity
Hammer property titles once again generate with spaces
Fixed MinMaxAttribute not working in Hammer
Make tests happy
Merge branch 'master' of sbox
Added post_processing_entity & improved PP preview in Hammer
post_processing_entity is a global version of post_processing_volume that affects all players.
Minor cleanup
delete generated textures
Added 'Particle Effect' property to phys_lengthconstraint
No more putting particle system entity inside of the constraint in Hammer.
https://files.facepunch.com/rubat/1b1811b1/AAUUMM6PIy.png
Move all working modeldoc gamedata nodes from .fgd to c#
Removed VR related GenericGameData nodes, they are not used anywhere in engine, and can be readded/recreated later if necessary.
Error handling for invalid model particles
Switched custom ModelDoc nodes to use managed GameData
No more auto generated .fgd files
Add translation gizmo helper to break_apply_force ModelDoc node
Added descriptions to a bunch of physics related and other functions