795 Commits over 1,157 Days - 0.03cph!
ModelDoc: Display a warning when duplicate genericgamedata nodes are present
ModelDoc: Fixed warnings being treated as errors in edit mode
Added comments to Hammer.VisGroup & other minor changes
FGDWriter handles RangedFloat class
DecalDefinition asset is now autogenerated
Breaking Change: Removed PropertyAttribute.FGDType/Group/Hammer
Use FGDTypeAttribute, CategoryAttribute and Hammer.SkipAttribute instead
Fixed bottom crate gib spawning underground and fallout out of the map
Update clothing.asset
Improved how gib limit works by removing old gibs first, increased default gib limit
Fixed help text not loading for .asset editor
Also added some helptext for clothing asset
Properly display errors when ModelDoc fails to import a model (fbx/obj, etc)
Fix compile warning about Trace.Sweep XML comment
Merge branch 'master' of sbox
Removed weird 20px top padding from console panels
Entering a console command automatically scrolls console to the bottom
Adds Panel.TryScrollToBottom()
Give game list a placeholder background when game's thumb is loading
Placeholder text for loading/failed to load games on home screen
Allow Solid/Brush/Mesh entities to appear in Entity Tool and be spawnable using it (Hammer.EntityTool attrib)
ent_nav_blocker and func_nav_markup now appear in the entity tool for visibility
Entity tool buttons now use entity class description for tooltip if a tooltip was not provided
Multiple class tags in fgd autogenerate correctly
Added Hammer.VisGroup which puts entities in given automatic visgroup
Also give auto visgroups to most c# entities
Added ent_nav_blocker, as replacement for func_nav_blocker
Remove func_nav_blocker from the fgd
Make sure EntityComponent.OnDeactivate is called when the component's entity is removed
[ResourceType()] attribute works with custom asset types
Adjusted how prop_physics explosions work
Added OnBreak output
Added Break input
Implemented simple gib limit for props (gibs_max cvar)
Added Hammer.OrthoBoundsHelper attribute
Minor change to map path nodes on compile
Removed hack for editor override for asset fgd gen
Fixed a crash when entity keyvalue values over 260 characters contain targetnames to fixup
Asset FGD generation supports structs and struct arrays
Minor fixes for string.TryToType and Color
Add documentation to the remaining trace functions & traceresult fields
Implement TraceResult.HitboxIndex for Sweep traces
Also default TraceResult.HitboxIndex to -1 when the trace did not hit a hitbox, because hitbox 0 is a valid hitbox. Also is now consistent with TraceResult.Bone
Adding PhysicsBody.SetSurface
[Hammer.Sphere] can now accept a float instead of a string key for static range
Added C# documentation to PhysicsBody and related classes that explains how they all relate to each other
ModelDoc: drag'n'drop also works for vmdl(_c) files
Fixed a minor bug with line tool helper
Added Hammer.Line, Hammer.BoxSize, Hammer.BoundsHelper attributes
Also adds IsLean option to Hammer.Sphere
Deprecated renderamt keyvalue in favor of rendercolor alpha channel
ModelDoc shows .vmdl_c files in Open File dialog by default
Hammer: Entity tint color better represents what it will look like in-game
Disable tint alpha for meshes in Hammer as it gets lost during map compile
Improve multiselect handling of color property's alpha text input
On select displays average of all selected objects
Tie to World and Untie from Entity commands copy the rendercolor between entity and mesh
Force mesh alpha in Hammer to 255 when rendering
This is temporary to prevent confusion when hammer and in-game do not match
Merge branch 'master' of sbox
Move Hierarchy category above targetname in Hammer
More dynamic way to hide certain keyvalues for SupportsSolids brushes
hide_when_solid = true KV3 metadata key
Merge branch 'master' of sbox
'alpha = true' KV3 metadata tag for color255 fgd type now enables alpha selection
Alpha was always exported by color255, but was never actually editable.
Added 'inline' alpha entry to color255 property editor
Force alpha to 255 if alpha editing is not enabled (color255 fgd type)
Prevents cases where alpha was stored and loaded as non 255 and is unable to be edited/fixed.
Added ability for embedded properties (Hammer) to have KV3 meta data
Merge branch 'master' of sbox
AutoFGD: 'Render Properties' to 'Rendering'
Removing usage of legacy per property metadata keys in AutoFGD in favor of KV3 metadata section like entities already use
The old and new systems cannot be used together (like Asset AutoFGD was trying to do), and the new system allows for any random key-value sets to be stored, not only those from a predefined set in the old system.
This commit also loads data from the new system into the internal fields old system was loading into, so there's no functionality loss.
Obsoletes Hammer.FieldMetaDataAttribute.AddMetadata( List<string> ) in favor of AddMetadata( Dictionary<string, string> )
Hide 'World Model' related keyvalues for SupportsSolids brush entities
Fixed Output<T> not being created properly on entities
Display AutoTags above user defined tags in asset brower/Hammer/etc
Hammer displays Input/Output parameter types in the Outputs tab
Added Output<T>, provides the correct output type in the FGD
Obsoletes Output.FireWithParam, use Output<T>.Fire
AutoFGD: Ignore 'activator' parameter when deciding what fgdtype to write for an Input
Hide overlays from Materials tab in Hammer, they appear in Overlays tab already
Ignore _bakeresourcecache.vpk files in asset browser
Automatically hide Hammer entity icons from Hammer's material list
This is so that there's less useless clutter in Hammer's material selection
Asset browser displays and searches though real file extension, not the asset type file extension (which is jpg for all images)
Lighting Preview files are extracted next to the map itself, not in the "leafiest"/last loaded mod
write baked light probe cache vtex via full path so it doesn't end up in the wrong folder
Fixed path_particle_rope not showing up in game
Necessary key values on map compile for node<->path linking in C#
Fixed multi physics body models flying off to space/resetting angles when using keyframe/static physics
Added Particles.SetSnapshot
Added Particles.SetModel
Added ability to get break_command_list data from models
Merge branch 'master' of sbox
Add a tip about restarting the game to 'is from an unrecognized content path' message in material editor
ModelDoc 'Unable to load the FGD file' now include the errors
Merge branch 'master' of sbox
Fixed a crash in KeyValues3ToJson when given invalid KV3 data
Error handling for FGDCurve, added IsValid, Mins, Maxs
Do not write a gamemode .fgd if it will contain no entities
FGDCurve can be used in Assets (Added JSON deserializer)
Do not write a gamemode .fgd if the gamemode has no entities
FGDWriter strips away invalid symbols for baseproperties class
Added MathX.Remap
Added curve support to custom Entity properties via FGDCurve class
Added support for IList, List, IReadOnlyCollection to Asset autoFGD
Added support for TagList in assets