6,139 Commits over 3,806 Days - 0.07cph!
Delete progressbar.lua
It is unused
Added math.SnapTo (Community)
Added icons and select fields for DProperty_Combo (Community)
Updated server browser recommendation icons (Community)
DropToFloor now checks if the entity is inside world geometry - if it is, do not drop to floor. Should help with stuff ending up underground in certain places, such as NPCs on displacements.
Fixed spawnmenu trying to run empty concommands and erroring
TTT: Fixed a bug with weapon respawning and updated language files (Community Contribution)
Attempt to prevent Entities and Weapons spawning out of map bounds when spawned through Spawn menu (Community)
Fixed in-code documentation comment of table.CollapseKeyValue (Community)
Fixed Lua error with Super DOF when activating 5 second hide UI and reopening UI before the timer expires (Community)
Fixed toolgun ghost preview not clearing when switching away from the toolgun using the spawnmenu (Community)
IsAdmin bypasses for singleplayer
So that badly behaving addons that override IsAdmin cannot screw with basic functionality in singleplayer
Adjust spawn offsets for HL ents
Less likely to be outside of the map this way
Save cookies on game shutdown
Spawnmenu does not try to run empty console commands
Search maps by addon name
main menu fixes
Addon conflict problem menu stuff
Make sure spawned ents/weps are not out of the map
Fix constraints not working correctly when inside prefabs
merge from main
Hide CCommand::Tokenize overflow message behind developer 1
Map prefabs use post_processing_entity not the volume ent
Some changes towards fixing/narrowing down the CSoundPatch update crash
Impleneting CS:GO soundscape features:
playlooping.position "random"
playlooping.radius
fadetime
Readded missing mapIO outputs to airboat vehicle
Fixed gmod_language resetting to empty string on dedicated servers
Added snd_buildcache to blocked command list
Fix achievement names being off by 1 ID
Added CLuaLocomotion.GetDesiredSpeed
Added CLuaLocomotion.GetGroundNormal
Made Player.GetPlayerInfo shared (was clientside only)
Fixed a typo in detail.vbsp
Fixed Material() not being able to access gamemodes/ folder
CreateConVar/AddConsoleCommand globals now ErrorNoHalt when command creation fails, instead of silently failing
Can no longer create concmmands/convars with blocked names
Fix potential NPE in ChromiumBrowser
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
AnimEntity => AnimatedEntity
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
Fix argument order
Delete these vtex_c it keeps deleting on its own
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