userRubatcancel
reposboxcancel

795 Commits over 1,157 Days - 0.03cph!

3 Years Ago
Prevent stack overflows in FGDWriter Don't write read only properties, and don't write properties whose type is same as the parent class type Vector2 can load from object in a JSON
3 Years Ago
EditorModelAttribute can do different color tint when the entity is dynamic (for lights) Added Hammer.CanBeClientsideOnlyAttribute Added 2 internal Hammer helper attributes
3 Years Ago
Fix compile warning with SoundEvent asset type
3 Years Ago
FGDWriter considers writes doubles as floats
3 Years Ago
Fix up func_shatterglass Hammer properties Rename first arg of PropertyAttribute's constructors to mention the name is internal (Also updated the XML comments to reflect this more clearly. Property attribute uses C# variable name to autogenerate Title, not the internal name string.ToTitleCase() handles numbers Update base.fgd Make SphereAttribute( string ) not ambigious
3 Years Ago
ResourceTypeAttribute vsnap Delete breakable_door_model node Delete Model.GetBreakParicle write FGD structs for modeldoc only once FGDWriter can write ModelBreakCommand to modeldoc fgd Added Library.GetType( string ) Added Model.GetBreakCommands Breakables class runs BreakCommands, added ModelBreakParticle break command Cache break command data Match JSONOptions between Breakables.ApplyBreakCommands and Model.GetData IBreakCommand => IModelBreakCommand Update FgdWriter.cs FGDWriter better handles nullables DefaultValue generator handles int/float nullables Merge branch 'master' into modelbreakcommand ModelDoc does not write GenericGameData fields that are at default value This is to make nullables in C# modeldoc structs happen Use nullable ints in ModelBreakParticle command Update base_modeldata.fgd Merge pull request #91 from Facepunch/modelbreakcommand ModelBreakCommand for FGDWriter
3 Years Ago
Give RangedFloat an implicit float initializer operator
3 Years Ago
Temporarily fix "Duplicate FGD class" popup/asserts by not writing light entities
3 Years Ago
Recompile all surface assets FGDWriter supports System.ComponentModel.DefaultValueAttribute Restore missing descriptions/defaults for surface and soundevent assets
3 Years Ago
Make sure floats are quoted in .fgds Remove base classes from engine.fgd Give Particles class a description Update base.fgd/sound.asset
3 Years Ago
Update base_modeldata.fgd
3 Years Ago
Use nullable ints in ModelBreakParticle command
3 Years Ago
ModelDoc does not write GenericGameData fields that are at default value This is to make nullables in C# modeldoc structs happen
3 Years Ago
Industrial light - large light for construct warehouse Merge branch 'master' of sbox Throw if trying to set RootPanel.Parent Fix a couple of NREs preventing -dedicated from working Allow RootPanel.Parent = null though Shotgun aim workarounds Initial reimplementation of func_shatterglass https://files.facepunch.com/layla/1b1111b1/sbox_xf1v5teDcI.png Add entity network ident to list before calling spawn so that setting entity net vars works in spawn Add glass material property to shatter glass Add half thickness property to shatter glass, clamp to sane values Only try to reset glass panel if it's broken Don';t delete shard if we didn't manage to shatter it Glass thickness property instead of half thickness Allow shatter on physics impact although the effect isn't as good as it can be yet Don't try to shatter if the shatter point is outside of the shard Only generate shard model on client when there's a valid parent panel with a material set Filter out all kinds of damage except bullet and physics impact for now Move car vmdl to rust addon for now so tools stop trying to recompile it Custom constbuffer support for shaders Sandbox.ConstantBuffer.Create ConstantBuffer.Update Render.Set Constbuffer variant Compute.WithAttribute Constbuffer variant Add BBox.FromPositionAndSize Update to net6 vpc support for vs2022 🙄🔫 vs2022 fixes New bat files Make Analyzers and references work with relative paths Fix surface.asset causing fgd parsing errors Ready text Buttons can have subtitles Hack to make map selection less shit Error Fixes Fix missing game lobby settings Give linebreaks an empty style to prevent shadows etc being rendered Transform: matrix3d Transform: matrix Fix NRE, create lobby if there isn't one when selecting a map Fix leaderboard showing duplicate entries when rapidly clicked Don't create lobby, just null check Better fix for duplicate leaderboard entries Revert "Give linebreaks an empty style to prevent shadows etc being rendered" This reverts commit 0a0b8967c63ecd9f8eca49dbdd347fbb02a60b48. industrial light - fix for #1269 Merge branch 'master' of sbox Fix Asset property as a List not being an array in fgdwriter FgdWriter uses DisplayAttribute properties Write engine defined asset fgd's on startup FgdWriter - special treatment for Assets, don't treat them like structs Sound & Surface .asset are now AutoGenerate Change WorldInput API to instances to resolve issues and allow simultaneous inputs. * Replace WorldInput.Update with instanced WorldInput fixing hovering and clicking issues as well as allowing simultaneous inputs. * Resolved various issues with WorldPanel.RayToLocalPosition not using the right axis, being inverted and not scaling. * Simulate double click and mousemove events for world inputs. * Fix right clicks not working on WorldInput. Merge branch 'master' into modelbreakcommand
3 Years Ago
Update FgdWriter.cs FGDWriter better handles nullables DefaultValue generator handles int/float nullables
3 Years Ago
IBreakCommand => IModelBreakCommand
3 Years Ago
Cache break command data Match JSONOptions between Breakables.ApplyBreakCommands and Model.GetData
3 Years Ago
ResourceTypeAttribute vsnap Delete breakable_door_model node Delete Model.GetBreakParicle write FGD structs for modeldoc only once FGDWriter can write ModelBreakCommand to modeldoc fgd Added Library.GetType( string ) Added Model.GetBreakCommands Breakables class runs BreakCommands, added ModelBreakParticle break command
3 Years Ago
Maintain CRLF line endings in FGDs + remove trailing whitespace Update base.fgd
3 Years Ago
Restore surface asset type defaults ModelDoc.Sphere's origin argument is optional Give 'explosion_behavior' property descriptions and a radius visualization
3 Years Ago
Add sandbox and sbox-ai-lab addons to gitignore
3 Years Ago
Make sure Surface asset type could be autogenerated (Its not auto generated because its in the wrong assembly) Clothing/Decal assets no longer use [Property] attributes Make internal Hammer attribute properties/fields private like they should be FGDWriter supports C# structs as fgd structs FGDType and its derivatives support arrays FGDWriter: Make non [Property] titles generate consistently with [Property] titles
3 Years Ago
ModelDoc: Switched Mass/Shape info into a tabbed view so its data can actually fit Removed gizmos that try to change non existent properties of hand_pose_pair gamedata node Added "description" property to surface asset
3 Years Ago
Added various ModelDoc markup attributes for ModelDoc GameData nodes ModelDoc.Axis ModelDoc.Box ModelDoc.Sphere ModelDoc.Capsule ModelDoc.Cylinder
3 Years Ago
Update Cylinder helper rendering in ModelDoc
3 Years Ago
ModelDoc: Hide translation/rotation gizmo from 'box' helper when they aren't functional
3 Years Ago
Fixed cached attachment transforms not updating for a frame or two around entity creation Fixes single-fire particles in Entity.ClientSpawn attached to an entity attachment spawning at map origin Fixed ModelDoc particle previews ignoring Attachment Offset
3 Years Ago
Fixed a minor issue with ModelDoc GameData previews CMapListService no longer returns _bakeresourcecache.vpks in the list Fixes _bakeresourcecache files appearing in ModelDoc's preview map selector, possibly other places too
3 Years Ago
ModelDoc: Proper previews for compiled GenericGameData nodes
3 Years Ago
Update base.fgd Cleanup FGDWriter Make Hammer.Skip for entities not inherited
3 Years Ago
GenericGameData fgd autogen Delete IModelGameData, Add ModelDoc.GenericGameData Attribute Move door_sounds modelgamedata to c# Move prop_data to c# Update models_gamedata.fgd Move explosion_behavior to c# More strict usage for AutoGenerate, FGDType and BitFlags attributes Classes can dictate their own FGD type via FGDTypeAttribute (So you don't have to put the attribute on every property every time) Rename ParticleAttachment fields to be consistent FGDWriter can output classes as "choices" selector in tools This is a workaround to be able to use strings as data in fgd choices type, which c# enums do not allow. Move 'particle' (particles_list) modelgamedata to c# Cleanup Fix Model.GetData<>() not working with structs ModelBreakPiece works with Model.GetData<>() Obsolete Model.GetJson, GetData(str), HasData(str) Update ModelExtension.cs FGDWriter can use ComponentModel.DisplayName & JsonPropertyName Attributes ComponentModel.DisplayName replacing Property.Title JsonPropertyName replacing Property.Name If a class as no properties with [Property] attribute, all properties will be exported to .fgd Delete ParticleAttachmentType Switch ModelGameData back to JSON for deserialization Update BasePathNode.cs Remove no longer needed interop methods Fix missing 'using' in FGDWriter Added Model.TryGetData<> FGDTypeAttribute can now provide choices to fgd properties Attribute suffix for ModelDoc attributes Fix recent changes Make ParticleAttachment public Hammer.Skip works for enum fields Engine's string to particleattachment type supports string numbers Model.GetData<>() supports deserializing to enums ModelParticle class uses ParticleAttachment enum Merge ModelDoc.ListAttribute into ModelDoc.GenericGameData, and rename it to ModelDoc.GameData Demote Model.TryToGetData()'s error to a warning Update base_modeldata.fgd Merge pull request #75 from Facepunch/modeldoc-fgdgen Basic FGD Autogen for ModelDoc
3 Years Ago
Make ParticleAttachment public Hammer.Skip works for enum fields Engine's string to particleattachment type supports string numbers Model.GetData<>() supports deserializing to enums ModelParticle class uses ParticleAttachment enum Merge ModelDoc.ListAttribute into ModelDoc.GenericGameData, and rename it to ModelDoc.GameData Demote Model.TryToGetData()'s error to a warning Update base_modeldata.fgd
3 Years Ago
Fix recent changes
3 Years Ago
Attribute suffix for ModelDoc attributes
3 Years Ago
FGDTypeAttribute can now provide choices to fgd properties
3 Years Ago
Added Model.TryGetData<>
3 Years Ago
Fix missing 'using' in FGDWriter
3 Years Ago
Remove no longer needed interop methods
3 Years Ago
FGDWriter can use ComponentModel.DisplayName & JsonPropertyName Attributes ComponentModel.DisplayName replacing Property.Title JsonPropertyName replacing Property.Name If a class as no properties with [Property] attribute, all properties will be exported to .fgd Delete ParticleAttachmentType Switch ModelGameData back to JSON for deserialization Update BasePathNode.cs
3 Years Ago
Obsolete Model.GetJson, GetData(str), HasData(str) Update ModelExtension.cs
3 Years Ago
Cleanup Fix Model.GetData<>() not working with structs ModelBreakPiece works with Model.GetData<>()
3 Years Ago
FGDWriter can output classes as "choices" selector in tools This is a workaround to be able to use strings as data in fgd choices type, which c# enums do not allow. Move 'particle' (particles_list) modelgamedata to c#
3 Years Ago
More strict usage for AutoGenerate, FGDType and BitFlags attributes Classes can dictate their own FGD type via FGDTypeAttribute (So you don't have to put the attribute on every property every time) Rename ParticleAttachment fields to be consistent
3 Years Ago
Move door_sounds modelgamedata to c# Move prop_data to c# Update models_gamedata.fgd Move explosion_behavior to c#
3 Years Ago
Delete IModelGameData, Add ModelDoc.GenericGameData Attribute
3 Years Ago
GenericGameData fgd autogen
3 Years Ago
Add info about the pivot tool in Hammer to ent_door's description Better warning message about duplicate ModelDoc nodes
3 Years Ago
Initial 'IsAtBottom' state for PreferScrollToBottom panels is true This makes it so you don't have to manually scroll console to the bottom each game session once there are enough messages to fill the console's height Scrolling below console message spam now keeps the console scroll pinned to the bottom Merge branch 'master' of sbox
3 Years Ago
Hammer: Fixed shift dragging groups not updating new group's name in the outliner
3 Years Ago
Refine asset browser scroll Default scroll is now 1 tile high (Used to be 3 tiles), free scroll is now flat 32px instead of flat 10px. These numbers are 'per scroll wheel move' Merge branch 'master' of sbox