6,139 Commits over 3,806 Days - 0.07cph!
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
Relax "Too many voice packets in a single frame!" kick threshold
Update some Hammer outliner icons
https://files.facepunch.com/rubat/1b1111b1/vK6p0Py1jk.png
Added filepath to 'Static Overlay' in Hammer outliner
TTT: Fix ammo ents blocking +use near other entites (Community contribution)
Fixed a typo in hook.Remove error (Community Contribution)
Update mainmenu.lua
Flash game window on loading finish
hook.Add checks for nil hook ident
Sandbox tool fixes
Sandbox save system improvements
Fixed a regression with string.Comma
Update main_menu.properties
DIconLayout: Fix border being counted twice for LEFT content alignment
Update Steam client binaries
Update Steam client libraries
▊▋▍ ▍▇ ▄▅▆▉▉▅▌ █▋ ▍▉▄▋█▋ ▌▅▌▉▉▊▋
Hammer: Fixed particle effects control points resetting to world origin when hidden and then shown
Fixed ent_fire saying it failed when it didn't
Fixed Open()ing an open door that rotates away from player behaving incorrectly
Minor changes
Implement EntityIO matching classes for outputs
Merge branch 'master' of sbox
Replace MapIO with EntityIO where applicable for consistency
Added Entity.ClassName (internal for now) and used it where needed
Reimplemented ent_fire in c#
EntityIO API extensions
Renamed internal Sandbox.EntityIO.Output to Sandbox.EntityIO.OutputConnection to avoid confusion
Added Entity.FireInput( string input, Entity activator, object value = null )
Added Entity.AddOutput( string OutputName, string TargetName, string InputName, string OverrideParam = "", float Delay = 0.0f, int TimesToFire = 0, EntityIOTargetType TargetType = EntityIOTargetType.ENTITYNAME_OR_CLASSNAME )
Rename Entity.AddOutput to Entity.AddConnection
Added c# docs
Added EntityTarget struct
Use EntityTarget struct instead of TargetName and TargetType
Make EntityIOTargetType internal
Move BuildTargets logic to EntityTarget struct
Merge branch 'master' into entityio-api
Merge pull request #200 from Facepunch/entityio-api
EntityIO API extensions
Added "Clear recent files" button to Hammer/ModelDoc/etc
Traffic Cone - feedback adjustments
Merge branch 'master' of sbox
RecordMovie: Use CopyTexture instead of ResolveRenderTargets to see if that fixes driver crash
Initial support for displaying textures in RT lighting preview for hammer
No displacement or tex parameters yet, coming soon™️
https://files.facepunch.com/ognik/1b0811b1/2022-03-20_12-42-8cfa28ae-0416-4027-b08d-52c9dc9c0af9-etL2SPeV.png
Managed fog
Squash
Finish rebase
Fix intellisense for native rendertools
Cleaned up - not tested in game
Fix Vector3.LerpTo change breaking addons
Fix fog in game
Only copy fog attributes on RenderScene
Remove unused from SceneSystem
Add ManagewdRenderPipeline.SetupWorldViewAttributes
Add callback to allow setting viewattributes for a scene from c#
Comments
Shouldn't need this now
Rebuild text shader cause I stomped it before
Merge pull request #183 from Facepunch/fog
Move env_gradient_fog to managed
Don't apply fog strength on alpha
Merge branch 'master' into entityio-api
Added "Clear recent files" button to Hammer/ModelDoc/etc
Rename Entity.AddOutput to Entity.AddConnection
EntityIO API extensions
Renamed internal Sandbox.EntityIO.Output to Sandbox.EntityIO.OutputConnection to avoid confusion
Added Entity.FireInput( string input, Entity activator, object value = null )
Added Entity.AddOutput( string OutputName, string TargetName, string InputName, string OverrideParam = "", float Delay = 0.0f, int TimesToFire = 0, EntityIOTargetType TargetType = EntityIOTargetType.ENTITYNAME_OR_CLASSNAME )
Do not refresh the Map Problems widget if it is disabled in View menu
Delete CleanUpMap from EntityManager
It is now Map.Reset, EntityManager was hidden from addons
Fixing unused keyvalues map problems now properly marks the map as changed
ParticleSystemEntity works better with map cleanups
Added Momentary property to ent_button
Also added OnProgress and OnReleased outputs
Replaces momentary_rot_button but also works with non rotating buttons.
Minor debug text fix for map IO debug
Updated textures for a specific button and hoverball models
Added SetPosition inputs to DoorEntity and PlatformEntity
Updated dynamic_door_generic animgraph to allow setting position at any time
Using ent_text on an entity will now also display its map IO for targeted debugging
PathPlatformEntity works better with map cleanups
Merge branch 'master' of sbox
Fixed a crash with NPC:SetNPCClass
ButtonEntity - Added Toggle and ReturnSpeed options
Added [Editor.EnableColorAlpha] to show alpha editor on color properties
Fixed color properties in assets not loading correctly
This will require recompile of assets
Make white the default for Color properties in editors
Make FGDWriter emit warnings when encounters types it cannot convert to fgdtypes
Move some Hammer attributes to Editor namespace
Hammer.MetaDataAttribute -> Editor.MetaDataAttribute
Hammer.FieldMetaDataAttribute -> Editor.FieldMetaDataAttribute
Hammer.MinMax -> Editor.MinMax
Use the new DefaultCleanupFilter
Fixed ClientOnly entities not spawning in properly from maps
Moved EntityManager.DefaultCleanupFilter to Game.DefaultCleanupFilter
So it's open source and easy to modify
CleanupFilter gets real classnames when deleting entities
Removed Library name override for ClientEntity
EntityManager.CleanUpMap works clientside too
Fixed a crash in the DSP system
Fixed a regression with string.Comma where it wouldn't format huge numbers properly
Fixed func_healthcharger and func_recharge not updating its texture index
Added OnHalfEmpty, OnEmpty and OnFull outputs to func_healthcharger, to match func_recharge
Fixed Half Life 1 sentry ragdolls not cleaning up on map cleanup. Also fixed their collisions and inability to hit the player at certain player angles
Actually rollback Steamworks SDK to 1.50 (from 1.52)
Fixed Event.Run with no arguments trying to run event handlers that have arguments
Hammer: Different icon for entities with missing classes in Outliner
Create entity_tool_icon_missing.png
Map Problems detects missing entity classes
Convert "Check for map problems" dialog to a dock widget
It is also now less crash prone.
https://files.facepunch.com/rubat/1b1511b1/o1yfvnAXGW.png
Failing to save jpeg screenshots/posters actually says that it failed in console
Added admin-only respawn_entities console command
Also removed debug_write which seems useless
Removed the original respawn_entities console command
Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr
Added EntityManager.CleanUpMap( filter )
Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup]
Added EntityManager.DefaultCleanupFilter
Rename m_SboxCleanupFilterCallback
Remove duplicate code
Merge pull request #173 from Facepunch/map-cleanup
Map cleanup functionality
Fixed DIconLayout counting border size 2 times when laying out icons (Community Contribution)
Flash the game window when loading screen disappears to let the player know the loading is finished
Fixed hook.Add giving a less than useful error when given a nil to second argument
Put motionsensor.GetColourMaterial behind a clientside permission.
Added NextBot.GetLastKnownArea and NextBot.ClearLastKnownArea
Fixed file.AsyncRead returning garbage when the target file has no data