795 Commits over 1,157 Days - 0.03cph!
Do not preview particles on prop_static to match in-game behavior
Added model particle previews to Hammer
Add a translation gizmo to ModelDoc's particle node
Fixed Particle Snapshot File not previewing in Hammer
Fixed Particles.SetSnapshot being non functional
Added "Snapshot Mesh" feature to ParticleSystemEntity
Added (Source)PhysicsShape properties to CollisionEventData
Also added descriptions to every property of CollisionEventData
Update launchSettings.json to use local path
Obsolete useless DebugOverlay.Box overloads
Clear out more FGD stuff
ModelDoc: Fill in some missing node icons & descriptions
Restore missing descriptions for particle and random_color modeldoc nodes
Make BasePathEntity.DrawPath a virtual
Make DoorEntity.Locked & State network to clients
Merge branch 'master' of sbox
Added random_color ModelDoc node, applies a random color on spawn
Fixed path entity nodes not spawning if that setting is enabled
Also fixed Hammer.LineAttribute
Restore entity push movement code so platform entities can move
Remove the model config system as it is unused
Removed empty leather_jacket model
Fixed certain model selection widgets having excessive whitespace on their right
animgraph tool, post processing tool & material preview selectors specifically
Correct default values for flags type properties in Hammer
Provide correct default values for vector and such properties if default value is not set
Hammer: Give correct default value to 'Hierarchy > Model Attachment scale'
Hammer: Updated descriptions of properties in the Transform group
Added FuncMonitor.SetCamera input & method
Delete c++ model particle spawning code from AnimEntity
Move ModelParticle class and spawning to engine
This is necessary so it works on all entities. Also fixed created model particles not being deleted when the entity itself is removed.
Recompiling a model that spawns particles now properly re-creates particles in-game.
Removed unused ModelConfig stuff from Model/AnimEntity
ModelDoc: Removed unused GenericGameData nodes
high_quality_shadows_region, physgun_interactions, animating_breakable_stage, ai_model_info, npc_foot_sweep, gastank_markup, fire_interactions, cable, dynamic_interaction
Fairly certain all VR ones are unused too, but didn't touch them yet
Delete test_entities.fgd
Fixed WarpToPoint ignoring RotateAlongsidePath in PathPlatformEntity
Added dev/func_monitor material as an example material that works with func_monitor
Also added necessary info to func_monitor's description about how to get it to work.
Fixed default value for Entity Color in Hammer
Added ModelConfig GD class
Added ability for ModelDoc nodes to not inherit valid parent nodes
Added new ModelConfig ModelDoc nodes
C# parts of modelconfig implementations
Added ModelConfigSetColor & ModelConfigRandomColor nodes
Hammer preview and prop_static support for random colors
Rename Gradient to ColorGradient to help its visibility
Make per property tool editor overrides work in Hammer
Also make FGDType's editor argument work when used on classes rather than properties
Moved BitFlags and RangedFloat custom editors to be global
Added Gradient class - similar to FGDCurve, for usage in tools
Remove BOM from interopgen definitions so it would stop complaining
Remove hardcoded checks for FGDCurve class
Added JSONConverter to Color32
Pass managed GDVariable metadata to native
Fixed shatter glass broken material not always applying
Also fixed initial glass shard being non solid to players on spawn
Give remaining C# entities Display attributes
Fill in documentation for Panel class methods
Added (Class)Name of entity to Hammer entity tool tooltips
Make entity tool icons a bit bigger
Fixed low contrast tooltips in Hammer and elsewhere
Also gave tooltips a dark background to match the rest of the UI
Delete GameData.LoadEngineEntities
Hide worldspawn from Hammer's entity tool
Fixed Engine C# entities appearing twice in Hammer
PrecipitationEntity deletes its particles on removal
Also pass GD class metadata to map compiler
Fix mistake in BakeAmbientOcclusionAttribute
Fixed up styles in Hammer Status bar and Input/Output window
Get rid of Alpha/RenderFX properties from base.fgd in favor of RGBA color properties
Removed Hammer inputs/outputs from all engine entities to stop confusion, since they do not work anyway
Recompile sbox_glass
Remove usage of PropertyAttribute in Decal asset
Remove engine break commands code
Documentation and other minor code adjustments
Prop gibs now inherit material group
Delete engine break commands, and replace some useful ones with c# implementations
Merge branch 'master' of sbox
PathPlatformEntity properly resets its LocalVelocity
Also warp the platform to the first node on spawn, and prevent infinite velocities
Move IModelBreakCommand stuff to a separate file
ent_fire tells you when it failed to find any entities to fire an input on
Map Problems tab also checks path and path node entities
Removed duplicate break command tool code
Fixed FuncPhysbox health being reset to 0
Fixed Entity IO output arguments sometimes getting an unexpected prefix
Model class can be (de)serialized to JSON, allowing its usage in Assets
Prevent crashes in DynamicShadowMgr due to light entity respawns
Water entity deletes its water scene object when it is removed
Fixes Map.Reset lowering FPS every time a map with water is cleaned up
Fix paths not deserializing correctly (oops)
Make Entity.HammerID public and use it for BasePathEntity
Map.Reset preserves map entities by their hammer ID
This means you can preserve specific instances of prop_physics for example. No changes to gamemode code needed.
Adds Entity.HammerID (internal)
Update default filter to remove check for entities parented to the Game entity
It was a hack for HudEntity, which is now checked for explicitly
Adds Type.IsBasedOnGenericType
Update some Hammer outliner icons
https://files.facepunch.com/rubat/1b1111b1/vK6p0Py1jk.png
Added filepath to 'Static Overlay' in Hammer outliner