795 Commits over 1,157 Days - 0.03cph!
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
Traffic Cone - feedback adjustments
Merge branch 'master' of sbox
RecordMovie: Use CopyTexture instead of ResolveRenderTargets to see if that fixes driver crash
Initial support for displaying textures in RT lighting preview for hammer
No displacement or tex parameters yet, coming soon™️
https://files.facepunch.com/ognik/1b0811b1/2022-03-20_12-42-8cfa28ae-0416-4027-b08d-52c9dc9c0af9-etL2SPeV.png
Managed fog
Squash
Finish rebase
Fix intellisense for native rendertools
Cleaned up - not tested in game
Fix Vector3.LerpTo change breaking addons
Fix fog in game
Only copy fog attributes on RenderScene
Remove unused from SceneSystem
Add ManagewdRenderPipeline.SetupWorldViewAttributes
Add callback to allow setting viewattributes for a scene from c#
Comments
Shouldn't need this now
Rebuild text shader cause I stomped it before
Merge pull request #183 from Facepunch/fog
Move env_gradient_fog to managed
Don't apply fog strength on alpha
Merge branch 'master' into entityio-api
Added "Clear recent files" button to Hammer/ModelDoc/etc
Rename Entity.AddOutput to Entity.AddConnection
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 )
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
Rename m_SboxCleanupFilterCallback
Remove duplicate code
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
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
Switch PlatformEntity to pure LocalVelocity movement
Adds ModelEntity.MoveWithVelocity method.
Removed func_movelinear and func_rotating from the fgd, use ent_platform instead
Fixed KeyframeEntity setting player positions to NaN in certain cases
Output<T> with an enum now writes proper type to the .fgd
PlatformEntity: Fixed stop sound playing when Stop/ToggleMovement is called while the platform is in its TimeToHold wait state
PlatformEntity: Fixed the rotation direction being backwards in-game compared to the visualization
Added DebugOverlay to (Path)PlatformEntity (ent_text concommand)
Merge branch 'master' of sbox
Add more movement types to DoorHelper visualizer, and use that for ent_platform
Update base.fgd
Minor fixes to ent_platform
Fixed a typo in LogicEntity description
Hammer: Force uniform scale gizmo, this time only for non prop_static models
Fixed documentation comment for StandardPostProcess.Falloff
ent_path_platform - WarpToPoint also sets angles and fires OnPassed output on nodes
KeyframeEntity: Handle negative Time.Now intervals
Get rid of unnecessary includes
Add more randomness to generic gibs
Hammer: Re-enable non uniform scaling for prop_static
ModelDoc: Added ability to convert hitboxes to AO proxies
Hammer: Prevent non-uniform box scale and scale on models via gizmos
Minor cleanups in entity files
ent_path_platform improvements
Added "WarpToPoint" input
Added "Length" property (used for turn angles)
Fixed turn angle calculation when using non default Forward Direction
Added 'movement_path' entity, which has extra properties and outputs for ent_path_platform
movement_path has OnPass output and "Speed" property.
Fixed base.fgd not being written, fixed Hammer inputs not having their descriptions in the fgd