731 Commits over 1,157 Days - 0.03cph!
Fix mistake in BakeAmbientOcclusionAttribute
Fixed up styles in Hammer Status bar and Input/Output window
Get rid of Alpha/RenderFX properties from base.fgd in favor of RGBA color properties
Removed Hammer inputs/outputs from all engine entities to stop confusion, since they do not work anyway
Recompile sbox_glass
Remove usage of PropertyAttribute in Decal asset
Remove engine break commands code
Documentation and other minor code adjustments
Prop gibs now inherit material group
Delete engine break commands, and replace some useful ones with c# implementations
Merge branch 'master' of sbox
PathPlatformEntity properly resets its LocalVelocity
Also warp the platform to the first node on spawn, and prevent infinite velocities
Move IModelBreakCommand stuff to a separate file
ent_fire tells you when it failed to find any entities to fire an input on
Map Problems tab also checks path and path node entities
Removed duplicate break command tool code
Fixed FuncPhysbox health being reset to 0
Fixed Entity IO output arguments sometimes getting an unexpected prefix
Model class can be (de)serialized to JSON, allowing its usage in Assets
Prevent crashes in DynamicShadowMgr due to light entity respawns
Water entity deletes its water scene object when it is removed
Fixes Map.Reset lowering FPS every time a map with water is cleaned up
Fix paths not deserializing correctly (oops)
Make Entity.HammerID public and use it for BasePathEntity
Map.Reset preserves map entities by their hammer ID
This means you can preserve specific instances of prop_physics for example. No changes to gamemode code needed.
Adds Entity.HammerID (internal)
Update default filter to remove check for entities parented to the Game entity
It was a hack for HudEntity, which is now checked for explicitly
Adds Type.IsBasedOnGenericType
Update some Hammer outliner icons
https://files.facepunch.com/rubat/1b1111b1/vK6p0Py1jk.png
Added filepath to 'Static Overlay' in Hammer outliner
Hammer: Fixed particle effects control points resetting to world origin when hidden and then shown
Fixed ent_fire saying it failed when it didn't
Fixed Open()ing an open door that rotates away from player behaving incorrectly
Minor changes
Implement EntityIO matching classes for outputs
Merge branch 'master' of sbox
Replace MapIO with EntityIO where applicable for consistency
Added Entity.ClassName (internal for now) and used it where needed
Reimplemented ent_fire in c#
EntityIO API extensions
Renamed internal Sandbox.EntityIO.Output to Sandbox.EntityIO.OutputConnection to avoid confusion
Added Entity.FireInput( string input, Entity activator, object value = null )
Added Entity.AddOutput( string OutputName, string TargetName, string InputName, string OverrideParam = "", float Delay = 0.0f, int TimesToFire = 0, EntityIOTargetType TargetType = EntityIOTargetType.ENTITYNAME_OR_CLASSNAME )
Rename Entity.AddOutput to Entity.AddConnection
Added c# docs
Added EntityTarget struct
Use EntityTarget struct instead of TargetName and TargetType
Make EntityIOTargetType internal
Move BuildTargets logic to EntityTarget struct
Merge branch 'master' into entityio-api
Merge pull request #200 from Facepunch/entityio-api
EntityIO API extensions
Added "Clear recent files" button to Hammer/ModelDoc/etc
Do not refresh the Map Problems widget if it is disabled in View menu
Delete CleanUpMap from EntityManager
It is now Map.Reset, EntityManager was hidden from addons
Fixing unused keyvalues map problems now properly marks the map as changed
ParticleSystemEntity works better with map cleanups
Added Momentary property to ent_button
Also added OnProgress and OnReleased outputs
Replaces momentary_rot_button but also works with non rotating buttons.
Minor debug text fix for map IO debug
Added SetPosition inputs to DoorEntity and PlatformEntity
Updated dynamic_door_generic animgraph to allow setting position at any time
Using ent_text on an entity will now also display its map IO for targeted debugging
PathPlatformEntity works better with map cleanups
Merge branch 'master' of sbox
ButtonEntity - Added Toggle and ReturnSpeed options
Added [Editor.EnableColorAlpha] to show alpha editor on color properties
Fixed color properties in assets not loading correctly
This will require recompile of assets
Make white the default for Color properties in editors
Make FGDWriter emit warnings when encounters types it cannot convert to fgdtypes
Move some Hammer attributes to Editor namespace
Hammer.MetaDataAttribute -> Editor.MetaDataAttribute
Hammer.FieldMetaDataAttribute -> Editor.FieldMetaDataAttribute
Hammer.MinMax -> Editor.MinMax
Fixed ClientOnly entities not spawning in properly from maps
Moved EntityManager.DefaultCleanupFilter to Game.DefaultCleanupFilter
So it's open source and easy to modify
CleanupFilter gets real classnames when deleting entities
Removed Library name override for ClientEntity
EntityManager.CleanUpMap works clientside too
Fixed Event.Run with no arguments trying to run event handlers that have arguments
Hammer: Different icon for entities with missing classes in Outliner
Create entity_tool_icon_missing.png
Map Problems detects missing entity classes
Convert "Check for map problems" dialog to a dock widget
It is also now less crash prone.
https://files.facepunch.com/rubat/1b1511b1/o1yfvnAXGW.png
Removed the original respawn_entities console command
Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr
Added EntityManager.CleanUpMap( filter )
Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup]
Added EntityManager.DefaultCleanupFilter
Rename m_SboxCleanupFilterCallback
Remove duplicate code
Merge pull request #173 from Facepunch/map-cleanup
Map cleanup functionality
Fixed ArgDelegate.FromInterop ignoring the second argument for native code
Fixed obsolete warning in AnimEntity
Generic gibs are now based on the entity's physics material
Moved generic gibs and added break sound to Surface asset
Added PhysicsBody.GetDominantSurface, PhysicsShape.SurfaceMaterial and Surface.GetRandomGib
Throw exception when trying to create a null particle system
Better than cryptic asserts
Slightly improve breakable commands code
Merge branch 'master' of sbox
Fixed Asset Selector regression with compiled only assets
Asset Selector marks the form dirty when the text field changes, not just the asset instance
Asset Selector now outputs real file extensions, not the asset type file extensions
Make water ripples use Velocity, not LocalVelocity, stops a single entity creating infinite ripples
Do not display Add/Remove item in read only Hammer/ModelDoc property sheets
Remove redundant "Remove attribute" buttons in Hammer/ModelDoc arrays
Fixed a ModelDoc compile crash to do with non existent FGD classes
Added BreakCommand node preview for compiled models in ModelDoc
ModelDoc: Reload FGD also recreates helpers
Added Reload .FGD files option to ModelDoc
Removed more legacy entities
trigger_autosave, tanktrain_aitarget, tanktrain_ai, func_reflective_glass, other entities that are in the fgd but do not show up in Hammer