731 Commits over 1,157 Days - 0.03cph!
Fixed Hammer entities duplicating every time a map loads
Also fixes Hammer's Reload Game Data not functioning
ModelDoc loads model archetypes from ToolFramework2/Managed Game Data
Delete postprocess_controller, it did nothing
Add description to prop_static
Remove the legacy color correction system (and color_correction entity)
This entire system is replaced by Post Processing Editor
Removed engine post_processing_volume and env_tonemap_controller
Added managed post_processing_volume and env_tonemap_controller
Moved ent_remove(_all) to c#
Merge branch 'master' of sbox
Rearrange entity files
Add descriptions to some Entity virtual methods
Merge branch 'master' of sbox
Delete more unused/non useful FGD types
ivScript, ivScriptList, ivGameUnitClass, ivGameItemClass, ivPropDataName
Remove 'vecline' fgd type (all it does is spawn a vecline helper)
In favor of Hammer.PointLineAttribute
Fixed Hammer.MinMax not applying in Hammer
Fixed GenerateStandardFullPathForResourceName succeeding for empty inputs
FBX loader: generate better fallback material names for blender meshes
DmeMesh: try to work around invalid material extensions
Fixes Blender's default material names not showing up in ModelDoc correctly
Hammer: Fix output target dropdown colors not working
Hammer: Fixed reloading game data breaking entity descriptions/help text
Guarantee that Entity.ToString returns a non empty string
Added description to LengthConstraint.Break
Fixed Event.Entity.PostSpawn being called twice for maps with skybox prefabs
Delete rubat_test.vmap
Add description to PhysicsConstraintAttribute
Added LengthConstraint.OnBreak output and Break input
Fixed pre settle affecting entities constrained by BaseConstraint derivatives
Constrained entities are not meant to be pre-settled
Rubikon: Fixed crash when enabling joint collisions in OnBreak callback
Re enable collisions on constraint break
BaseConstraint creates the joint on map cleanup
LengthConstraint works with world entity
Remove useless spawnflag from LengthConstraint that does nothing
Obsolete Entity.SpawnFlags
Do not preview particles on prop_static to match in-game behavior
Added model particle previews to Hammer
Add a translation gizmo to ModelDoc's particle node
Fixed Particle Snapshot File not previewing in Hammer
Fixed Particles.SetSnapshot being non functional
Added "Snapshot Mesh" feature to ParticleSystemEntity
Added (Source)PhysicsShape properties to CollisionEventData
Also added descriptions to every property of CollisionEventData
Update launchSettings.json to use local path
Obsolete useless DebugOverlay.Box overloads
Clear out more FGD stuff
ModelDoc: Fill in some missing node icons & descriptions
Restore missing descriptions for particle and random_color modeldoc nodes
Make BasePathEntity.DrawPath a virtual
Make DoorEntity.Locked & State network to clients
Merge branch 'master' of sbox
Added random_color ModelDoc node, applies a random color on spawn
Fixed path entity nodes not spawning if that setting is enabled
Also fixed Hammer.LineAttribute
Restore entity push movement code so platform entities can move
Remove the model config system as it is unused
Removed empty leather_jacket model
Fixed certain model selection widgets having excessive whitespace on their right
animgraph tool, post processing tool & material preview selectors specifically
Correct default values for flags type properties in Hammer
Provide correct default values for vector and such properties if default value is not set
Hammer: Give correct default value to 'Hierarchy > Model Attachment scale'
Hammer: Updated descriptions of properties in the Transform group
Added FuncMonitor.SetCamera input & method
Delete c++ model particle spawning code from AnimEntity
Move ModelParticle class and spawning to engine
This is necessary so it works on all entities. Also fixed created model particles not being deleted when the entity itself is removed.
Recompiling a model that spawns particles now properly re-creates particles in-game.
Removed unused ModelConfig stuff from Model/AnimEntity
ModelDoc: Removed unused GenericGameData nodes
high_quality_shadows_region, physgun_interactions, animating_breakable_stage, ai_model_info, npc_foot_sweep, gastank_markup, fire_interactions, cable, dynamic_interaction
Fairly certain all VR ones are unused too, but didn't touch them yet
Delete test_entities.fgd
Fixed WarpToPoint ignoring RotateAlongsidePath in PathPlatformEntity
Added dev/func_monitor material as an example material that works with func_monitor
Also added necessary info to func_monitor's description about how to get it to work.
Fixed default value for Entity Color in Hammer
Rename Gradient to ColorGradient to help its visibility
Make per property tool editor overrides work in Hammer
Also make FGDType's editor argument work when used on classes rather than properties
Moved BitFlags and RangedFloat custom editors to be global
Added Gradient class - similar to FGDCurve, for usage in tools
Remove BOM from interopgen definitions so it would stop complaining
Remove hardcoded checks for FGDCurve class
Added JSONConverter to Color32
Pass managed GDVariable metadata to native
Fixed shatter glass broken material not always applying
Also fixed initial glass shard being non solid to players on spawn
Give remaining C# entities Display attributes
Fill in documentation for Panel class methods
Added (Class)Name of entity to Hammer entity tool tooltips
Make entity tool icons a bit bigger
Fixed low contrast tooltips in Hammer and elsewhere
Also gave tooltips a dark background to match the rest of the UI
Delete GameData.LoadEngineEntities
Hide worldspawn from Hammer's entity tool
Fixed Engine C# entities appearing twice in Hammer
PrecipitationEntity deletes its particles on removal
Also pass GD class metadata to map compiler