795 Commits over 1,157 Days - 0.03cph!
Load resources from local map addons on server start
Fixes soundscapes in local map addons not loading in-game. Also added a warning when a soundscape entity fails to load a soundscape.
Fix Hammer properties sometimes not being set
For cases when there's 2 properties and one's classname override is the same as anothers' actual name in code, and the code choosing the "wrong" property.
func_brush sets its Health when it is overridden in Hammer
Simplify code setting hammer property info
Improve placement of external gibs for multi body props
Improve Breakables handling of multi physbody entities
Fix movement_path_node missing
Aggressively clip water reflections to prepare for SSR
This leafiest asset stuff isn't used anymore
When registering custom asset type assets, register the compiled version too - which stops it thinking they're not compiled
If imported GameResource isn't compiled then compile it
Fixed passing in wrong name to RegisterResourceReference (might not be a bug but it looks like one)
Don't group identical console messages with different loggers
Failing test for lambdas declared in non-swapped generic methods
But with swapped type parameters
Fixed test in 8a2bb255285d1e47c1314b70cd47f5ef92a2b21d
Log error when encountering unhandled generated types
This is faster without the parallel
Add benchmark project
Induce a tools hotload swap after game hotload - for the sakes of consistency
This was happening anyway, just at a random point
Make matt's amsi patch default (-amsi to disable)
vacuum => vacuum cleaner
Added ISet/HashSet property editor
Clean up visuals of Dictionary property editor
Rubikon: capsule vs hull/mesh improvements from Dirk
Cleanup coreclr patch a bit
Strip xbox code from filesystem
Strip all this whitelist bullshit from basefilesystem
Fix strong handle leak in Model.Get( IModel ) - you could get ref counts on a model resource over a million from 5 minutes of gameplay
Fix strong handle leak on Material.Get( IMaterial ), ParticleSystem.Get( HParticleSystemDefinition ), AnimationGraph.Get( HAnimationGraph )
Model.Loaded uses WeakReference to not keep models that have no references loaded
New Outfit Piece! - Flat Shoes
Simple nice flat shoes - https://files.facepunch.com/daniel/1b1411b1/sbox-dev_I8fdIZ9f6K.jpg
Adjustments + Reskins coming asap.
Sorted out some XML documentation warnings
UI2: Fixed length parse fail for ending parenthesis, fixes "lighten/darken(#fff, 20%)"
Added more ColorParse tests, darken without spaces, and darken( mix )
Balaclava Morphs added
Police Hat LODs
Game keeps recompiling these surface_c files on my end
Added RangedFloat editor that respects MinMaxAttribute
FloatSliderProperty.HighlightColor now has an effect on the slider
Improve DecibelsSlider behavior with tiny sizes
Failing async method test
Better support for parsing generated names with generic parameter count
Hotload generated name refactor, fixing async state machine types
Fixed VarClass sometimes getting stuck rebuilding every frame
NeedsRebuild was getting set to true during the rebuild, so it'd keep doing it every tick
"What's all this, then?"
Merge branch 'master' of sbox
UI2: Fixed bug introduced by my length parse fix, where border-image style would fail
Add SetBorderImage test so that can't fall through the cracks again
Make a copy of an Entity's components before clearing them out, fixes collection modified error from deleting a component from within another component.
New Hair! - Goatee
New Goatee including morphs - LODs coming soon
https://files.facepunch.com/daniel/1b1511b1/sbox-dev_9jZfUNzaCg.jpg
Pass depth buffer to translucent pass for glass
Add Tex2DMaxMSAA
Fix ghosting on glass when something is in-front of blurred glass
Roll back support for SpawnMotionDisabled prop data
Delete SpawnMotionDisabled altogether, prop data should never be deciding this
Fixed uploading runtime addons not working
Don't destroy model strong handle on reload for now
Better fix for model reloads
Failing test involving resolving method with namespaceless parameter
Fixed resolving methods with namespaceless parameter types
Use namespace alias operator in hotload tests
Goatee small adjustments + colour variations
Added Prop SetStatic input
Hammer: Asset Spray tool colors
https://files.facepunch.com/rubat/1b1511b1/sbox-dev_DJuBUU3yWI.mp4
updates props
- disabled baking light on some models in prefabs
- tweaked lods
- fixed normal on some textures
- added missing dirt/gloss on dead end texture
- tweakes glow on some light textures
Editor: Fixed not being able to upload maps to asset.party
Merge branch 'master' into rubat-pain-day-3
Hammer: Asset Spray tool colors
https://files.facepunch.com/rubat/1b1511b1/sbox-dev_DJuBUU3yWI.mp4
Added Prop SetStatic input
Added RangedFloat editor that respects MinMaxAttribute
FloatSliderProperty.HighlightColor now has an effect on the slider
Improve DecibelsSlider behavior with tiny sizes
vacuum => vacuum cleaner
Added ISet/HashSet property editor
Clean up visuals of Dictionary property editor
Add -noamsi command line parameter for testing
Implemented a simple assembly resolver for Tools
Allows hotload to make more valid substitutions
Cleanup
Failing hotload tests for lambdas in static constructors
Fixed finding scope method ordinals of static constructors
Stop expecting every method to have a scope ordinal
Fixed IsMatchingType(typeRef, type) with nested types
Fixed ResolveMethod() with a static constructor ref
Fix upgrading lambda display class instances that are found in the wild
GetNewType consistency
Now returns null to mean a substitution couldn't be found
Added failing generic delegate test
Organised and documented delegate hotloading tests
Fixed AreEqualTypes when exactly one param is null
AreEquivalentTypes(old, new) refactor
Fixed finding substitutions for generic parameters
Only add events on retail
Don't hotload/etc compiled assemblies that we've already hotloaded
Client only reload assemblies that have changed
No need to re-verify assemblies that we've already verified
Parallel thread .cs reads
Cleaner Generators
Clean compilegroup/compiler thread stuff
Entity.FindByIndex<T> just return null if can't cast to right type
Fix test
TypeLibrary hunch speedups
Don't do GC during server addon loading
Include editor sounds so everyone gets annoying compile sounds
Hotload manager use its own logger
Include compiled shaders on server
Disable AC optimization (it's not filling the resolver in propertly)
Fix package selector property not saving or updating
Don't pass #local packages to GameSupport
optimized shader build
Fix crash when fetching object bounds too early
Fix water reflections renderbounds so it doesn't take the size of the entire map
Switch @visibility to @internal - because afaik it's the only visibility that makes sense + add unit tests
Merge branch 'master' into iteration-speed-sucks
Order the syntaxtrees before giving them to the compiler, because hotloading is going to want the names of things to be as close as deterministic as possible
Fix compile notifications popping up on boot
Fix compile notifications appearing on the top left of the screen for no reason
Not using it, but can at least fix SetWindowNoActivate
Merge pull request #688 from Facepunch/iteration-speed-sucks
Speed up code iteration time
Merge branch 'master' into rubat-pain-day-3
Fix some XML comment warnings
Hide Sandbox.JointMotion - unused enum
Move Sandbox.VideoDisplayMode to Sandbox.DataModel
Move Sandbox.CompilerSettings to Sandbox.DataModel
Move EditorAttribute/HideInEditor/MinMax/EditorModel to Editor namespace
Move Sandbox.ModelEditor to Editor namespace
Sandbox.ModelEditor => Editor.ModelEditor
Sandbox.ModelEditor.Internal => Editor.Internal
Sandbox.ModelEditor.Nodes => Sandbox.ModelEditorNodes
Rename Editor.MapEdiitor.Sphere to Editor.MapEdiitor.RadiusSphere
Avoids conflicts with ModelEditor.Sphere
Move Hammer attributes to Editor.MapEditor
Delete AutoGenerateAttribute - unused
Delete DebugOverlayAttribute.cs - empty file
Clean up entities to not use LibraryAttribute
Cleanup DevCam namespaces
PackageExtensions to SandboxGameExtensions
Transform.ConcatTransforms => Transform.Concat
Move GameServices to Sandbox.Internal
NullChecks => SandboxGameExtensions
Move internal EntityUtility to OOBChecks
Move Sandbox.MenuEngine.FileSystem.OpenFileDialog to Sandbox.MenuUtility.OpenFileDialog
Rename Sandbox.FileSystem in System.Tools to Editor.FileSystem
Move Sandbox.IMenuAddon to Sandbox.Internal and make it an interface
Added "Animation Speed" property to prop_animated
Implement prop_data SpawnMotionDisabled
Use prop_data.SpawnMotionDisabled for parking_barrier first gib
PackageExtensions to SandboxGameExtensions
Transform.ConcatTransforms => Transform.Concat
Move GameServices to Sandbox.Internal
NullChecks => SandboxGameExtensions
Move internal EntityUtility to OOBChecks
Move DevCam stuff to Sandbox.UI.DevCam from Sandbox
Move Sandbox.MenuEngine.FileSystem.OpenFileDialog to Sandbox.MenuUtility.OpenFileDialog
Rename Sandbox.FileSystem in System.Tools to Editor.FileSystem
Move Sandbox.IMenuAddon to Sandbox.Internal and make it an interface
Added "Animation Speed" property to prop_animated
Implement prop_data SpawnMotionDisabled
Use prop_data.SpawnMotionDisabled for parking_barrier first gib
PackageExtensions to SandboxGameExtensions
Transform.ConcatTransforms => Transform.Concat
Move GameServices to Sandbox.Internal
NullChecks => SandboxGameExtensions
Move internal EntityUtility to OOBChecks
Move DevCam stuff to Sandbox.UI.DevCam from Sandbox
Move Sandbox.MenuEngine.FileSystem.OpenFileDialog to Sandbox.MenuUtility.OpenFileDialog
Rename Sandbox.FileSystem in System.Tools to Editor.FileSystem
Move Sandbox.IMenuAddon to Sandbox.Internal and make it an interface
Revert "Move DevCam stuff to Sandbox.UI.DevCam from Sandbox"
This reverts commit e084b44e963a5ada259328585b83444dfc66d5d0.
Merge branch 'rubat-pain-day-2' of sbox into rubat-pain-day-2
Strip out built in noclip
Devcam cleanup
Organize base extensions into one class
Move Assert to Sandbox.Diagnostics
Added "Animation Speed" property to prop_animated
Implement prop_data SpawnMotionDisabled
Use prop_data.SpawnMotionDisabled for parking_barrier first gib
PackageExtensions to SandboxGameExtensions
Transform.ConcatTransforms => Transform.Concat
Move GameServices to Sandbox.Internal
NullChecks => SandboxGameExtensions
Move internal EntityUtility to OOBChecks
Move DevCam stuff to Sandbox.UI.DevCam from Sandbox
Move Sandbox.MenuEngine.FileSystem.OpenFileDialog to Sandbox.MenuUtility.OpenFileDialog
Rename Sandbox.FileSystem in System.Tools to Editor.FileSystem
Move Sandbox.IMenuAddon to Sandbox.Internal and make it an interface
Revert "Move DevCam stuff to Sandbox.UI.DevCam from Sandbox"
This reverts commit e084b44e963a5ada259328585b83444dfc66d5d0.
Merge branch 'rubat-pain-day-2' of sbox into rubat-pain-day-2
Move Sandbox.IMenuAddon to Sandbox.Internal and make it an interface
Move DevCam stuff to Sandbox.UI.DevCam from Sandbox
Move Sandbox.MenuEngine.FileSystem.OpenFileDialog to Sandbox.MenuUtility.OpenFileDialog
Rename Sandbox.FileSystem in System.Tools to Editor.FileSystem
PackageExtensions to SandboxGameExtensions
Transform.ConcatTransforms => Transform.Concat
Move GameServices to Sandbox.Internal
NullChecks => SandboxGameExtensions
Move internal EntityUtility to OOBChecks
Added "Animation Speed" property to prop_animated
Implement prop_data SpawnMotionDisabled
Use prop_data.SpawnMotionDisabled for parking_barrier first gib
Breakables follow animations when attached to a bone
Adds Model.GetBoneTransform. Transform.RotateAround, Transform.ConcatTransforms
Add ability for AnimatedMapEntity to be breakable
Follows the same rules as normal props/door models
Update Parking Barrier prop to use embedded break pieces
Fix SoundEvent using the max value when not supposed to
Fix some warnings
Pressing ESC in asset picker closes it
Always add "Compile" option for shader asset type
Do not display "Recompile" option for assets that can't be recompiled
Not Upload => Pending Upload
Added "Copy Asset Path" to context menu in asset.party asset browser
Also made "Copy Path" for local assets copy the correct extension
Delete more obsoletes
Deleted PhysicsWorld.IsPointWater
Deleted Sandbox.Component.Glow.Active/RangeMin/RangeMax
Deleted FogStength from all light entities
Deleted OrthoLightEntity.UseFogNoShadows
Deleted Global.IsDedicatedServer/PhysicsSubSteps/PhysicsTimeScale
Deleted ScenePanel.CameraPosition/CameraRotation/FieldOfView/AmbientColor/ClearColor/ZNear/ZFar/DisablePostProcessing/SceneAttributes
Delete Sandbox.ConstantBuffer (obsolete & unused)
Delete TriggerHurt and TriggerTeleport (obsolete aliases)
Delete TriggerMultiple.Wait (obsolete alias)
Delete ModelBreakPiece.CollisionGroupOverride (obsolete)
Delete CameraMode.DoFPoint/DoFBlurSize (obsolete)
Remove unused properties of Sandbox.Water
EnableShadows/EnableFog/EnableRefraction
Renamed ModelDocAttributes.cs to ModelEditorAttributes.cs
Delete BrushEntity.Solid (was obsolete)
SurroundingBoundsType.Obb => SurroundingBoundsType.OBB
Use RangedFloat in SoundEvent resource
This change will make existing assets lose their PitchRandom/VolumeRandom until updated
Move GlobalRpcHandler to Sandbox.Internal
Make Sound.Index internal
Hide Prediction.CommandsAcknowledged/LastExecutedPacketNum
Move QTextBlock to Tools namespace
Rename ModelDoc namespace to Sandbox.ModelEditor
Also moved all ModelDoc node classes to Sandbox.ModelEditor.Nodes
Minor summary adjustment to PhysicsBody.SurfaceMaterial
RangedFloat can be read from a number in JSON too
Delete Sandbox.Internal.Decals
Remove obsoletes
Removed Sandbox.SpotLightCone
Removed Sandbox.SceneSpotLight.SpotCone
Removed Sandbox.UI.DataSource.ArraySource
Removed Sandbox.UI.DataSource.BaseDataSource
Removed Sandbox.UI.DataSource.BindMethod
Removed Sandbox.UI.DataSource.Property
Removed Assert.True( bool ) in favor of Assert.True( bool, string=null )
Removed Assert.False( bool ) in favor of Assert.False( bool, string=null )
Removed Vector3.LerpTo( Vector3, float ) in favor of Vector3.LerpTo( Vector3, float, bool = true )
Removed Vector3.LerpTo( Vector3, Vector3 ) in favor of Vector3.LerpTo( Vector3, Vector3, bool = true )
Removed Sandbox.DecalSystem
Added Input.SetViewAngles - actually sets view angles
Use Input.SetViewAngles for setpos/setang & Game.MoveToSpawnpoint
Added Go To option to entity list in tools (uses setpos concommand)
Fix cable_dynamic entity not existing
Fixed changing asset types breaking paths with spaces in Asset Browser
Added asset type locations to Everything in Hammer
https://files.facepunch.com/rubat/1b0111b1/4YRjDUkg2p.png
This only includes stuff that can be drag'n'dropped in Hammer
Fix soundscape drag'n'drop not applying offset from hit surface
Fixed an issue with bind proxies change detection but passes tests now
Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change.
Fixes sboxgame/issues/issues/2594
Fixed an issue with bind proxies change detection
Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change.
Fixes sboxgame/issues/issues/2594
Minor cleanups
Fix asset.party sound(scapes) not loading for local maps
unless they were opened in Hammer first
Fixed Game Launcher play button not working on game start when the selected item is the first one
Hammer: Update sound(scape) drop targets to use file paths
Also allows drag'n'dropping asset.party soundscapes.
Map compiler does not complain about invalid format of unset sounds
Update citizen eyes materials
Fix assets not firing PostReload when updated from memory
Fixed comboboxes in assets firing OnChanged event when first created
Also fixed not changing the combo box selected item firing OnChanged event
SoundEvent preview extra uses Audio.Play
Some documentation
Move Map/MaterialMenu files
Update AssertNotPreSpawn message
Fixed EntityComponent.Entity being null in OnDeactivate
Adjust editor console styling.
https://files.facepunch.com/rubat/1b2511b1/A0aAcWaH3M.png
GameResources in maps properly adding asset system references
Disallow editing of cloud downloaded game resources
Implement Soundscape.MasterVolume
Fixed sound preview button not appearing for soundscapes
Added sound preview for .sound resources in inspector
Updated map template to not have missing KVs and use correct PP ent
Documentation & cleanups
Added link to remote asset to OMG SUCCESS window
And to right click on assets in asset browser in not asset.party category
Sound preview in Sound Event editor stops on panel destroy
Reducde RS2008 severity
Fix RS1024 warnings
Disallow re-publishing downloaded assets from asset.party
Fixed an exception when right clicking assets in "Dependencies" tab
Show cloud downloaded assets outside of "Asset.Party" category too
Fixed a warning in RuntimeAddon
Delete created sound(scape) entity when drag'n'dropping outside of a Hammer view
Fallback code for Hammer drag'n'drop assets with spaces in their path
Entities can use GameResource types in properties
Styling consistency for game frame comboboxes
Hovering asset list will show asset path in status bar
Hammer: Ability to reset selected material
Asset Brower: Make disabled asset types a bit easier to read
Prettify FBX asset name