795 Commits over 1,157 Days - 0.03cph!
Fixed Length Constraint particle preview when in an instance
Update warehouse lamp prefab to use length constraints particle property
Fixed InputAttribute's Name not doing anything
ModelDoc: Fixed bonemerged models disappearing on compile
Fixed missing particle preview for phys_lengthconstraint
Fix constraints not working correctly when inside prefabs
Map prefabs use post_processing_entity not the volume ent
Delete old lightstyles code & some old entities
water_lod_control, light_s1, light_spot_s1, light_directional_s1, light_glspot
Replace Light Style stuff with curve based animations
https://files.facepunch.com/rubat/1b2711b1/sbox-dev_bNKNBF1Rsg.mp4
Revert "Fix console spam related to BasePathEntity post pain day 3"
This reverts commit 9c0ed5a486d7e77135fb16bad68db3792218ccda.
TypeLibrary.SetProperty doesn't try to set read only properties
Fix console spam related to BasePathEntity post pain day 3
Even more cleanups
UI Form uses DisplayInfo over scraping attributes manually
Light entities clean ups
Deprecate FogStength
Added FogStrength
Rearranged properties so they appear more logically in Hammer
Removed "No Shadow" volumetric fog options from Orthographic Light - they are not supported by the engine
Removed Volumetric Fog options from Environment Light - Fairly certain volumetric fog does not function for that entity
Added pointers to entity/property descriptions regarding how to get volumetric fog working in a map
Removed HideInEditor from base entities as we now use opt-in system
Improve some attribute descriptions
Delete native map IO from native light entities
Delete native map inputs/outputs from BaseEntity
Remove native map inputs from Model/AnimEntity
Fixed MinMaxAttribute using min as max in Hammer
Display( Description = .. to Description( .. in engine
Improve tonemap controller preview in Hammer
Fixed certain types being displayed as structs in Inspector
Namely double and int64
Fixed non public methods not working as Hammer inputs
No point in having EnvironmentLightEntity derive from ModelEntity
Hammer property titles once again generate with spaces
Fixed MinMaxAttribute not working in Hammer
Make tests happy
Merge branch 'master' of sbox
Added post_processing_entity & improved PP preview in Hammer
post_processing_entity is a global version of post_processing_volume that affects all players.
Minor cleanup
delete generated textures
Restore ModelDoc managed game data stuff
Readd path_generic to Hammer
Fixed non public entity properties not being set on map spawn
Remove references to Func and Point in entity C# class names
Remove BaseTrigger.StartDisabled in favor or already existing Enable property
Replace lone spawnflag from LengthConstraint with a property
Delete unused properties of ParticleSystemEntity
All the 60 control point properties. (5 remain) We need to figure out a better way to handle these
Capitalize public PrecipitationEntity properties
Remove PostProcessingEntity.IsMaster property. It will be split into a separate point entity
Remove unnecessary [DefaultValue] attribs
DebugOverlay.Text and ScreenText consistency
Make first arguments of every Text overload to be ( text, pos, ...
Make first arguments of every ScreenText overload to be ( text, ...
Switch depthTest and duration arguments on DebugOverlay.Sphere and Circle
Consistency with other methods - depthTest being last as it's the least useful
Get rid of Model.GetBreakPieces and similar extensions
Move Sandbox.Breakables.IModelBreakCommand to Sandbox.IModelBreakCommand
Moves default BreakCommand classes to Sandbox.Internal
Remove EntityParser.ParseEntities
In favor of GameData.ParseAssembly
Added 'Particle Effect' property to phys_lengthconstraint
No more putting particle system entity inside of the constraint in Hammer.
https://files.facepunch.com/rubat/1b1811b1/AAUUMM6PIy.png
Move all working modeldoc gamedata nodes from .fgd to c#
Removed VR related GenericGameData nodes, they are not used anywhere in engine, and can be readded/recreated later if necessary.
Error handling for invalid model particles
Switched custom ModelDoc nodes to use managed GameData
No more auto generated .fgd files
Add translation gizmo helper to break_apply_force ModelDoc node
Added descriptions to a bunch of physics related and other functions
Fixed Hammer entities duplicating every time a map loads
Also fixes Hammer's Reload Game Data not functioning
ModelDoc loads model archetypes from ToolFramework2/Managed Game Data
Delete postprocess_controller, it did nothing
Add description to prop_static
Remove the legacy color correction system (and color_correction entity)
This entire system is replaced by Post Processing Editor
Removed engine post_processing_volume and env_tonemap_controller
Added managed post_processing_volume and env_tonemap_controller
Moved ent_remove(_all) to c#
Merge branch 'master' of sbox
Rearrange entity files
Add descriptions to some Entity virtual methods
Merge branch 'master' of sbox
Delete more unused/non useful FGD types
ivScript, ivScriptList, ivGameUnitClass, ivGameItemClass, ivPropDataName
Remove 'vecline' fgd type (all it does is spawn a vecline helper)
In favor of Hammer.PointLineAttribute
Fixed Hammer.MinMax not applying in Hammer
Fixed GenerateStandardFullPathForResourceName succeeding for empty inputs
FBX loader: generate better fallback material names for blender meshes
DmeMesh: try to work around invalid material extensions
Fixes Blender's default material names not showing up in ModelDoc correctly
Hammer: Fix output target dropdown colors not working
Hammer: Fixed reloading game data breaking entity descriptions/help text
Guarantee that Entity.ToString returns a non empty string
Added description to LengthConstraint.Break
Fixed Event.Entity.PostSpawn being called twice for maps with skybox prefabs
Delete rubat_test.vmap
Add description to PhysicsConstraintAttribute
Added LengthConstraint.OnBreak output and Break input
Fixed pre settle affecting entities constrained by BaseConstraint derivatives
Constrained entities are not meant to be pre-settled
Rubikon: Fixed crash when enabling joint collisions in OnBreak callback
Re enable collisions on constraint break
BaseConstraint creates the joint on map cleanup
LengthConstraint works with world entity
Remove useless spawnflag from LengthConstraint that does nothing
Obsolete Entity.SpawnFlags