6,270 Commits over 3,898 Days - 0.07cph!
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
Added NPC.NavSetGoalPos
Changed NPC.NavSetGoalTarget - second argument defaults to 0,0,0, sets correct goal type for the path
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
Sandbox spawning bypasses IsAdmin checks in singleplayer
Editing entity variables bypasses IsAdmin checks in singleplayer
Fixed crashes when setting null model on players
Fixed crash when trying to render world model as entity model
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
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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
Added Entity.GetAnimCount
Clamped PhysObj.SetMass to safe values (0-50000]
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Also pass GD class metadata to map compiler
Fix mistake in BakeAmbientOcclusionAttribute
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Force OS Specific binary module load errors to English
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render library underflow warnings are now non halting Lua errors
Fixed cam.End crashing when used without cam.Start first (will throw Lua error)
Try to end cam.Start calls that are left unended each frame (will display warnings in console when this happens)
Added NPC:GetKnownEnemyCount - includes "danger position enemy"
Added NPC:GetKnownEnemies, NPC:IgnoreEnemyUntil, NPC:GetTimeEnemyLastReacquired, NPC:GetLastTimeTookDamageFromEnemy, NPC:MarkTookDamageFromEnemy
Fixed binary module OS specific errors for non latin alphabets on Windows
Save cookies on Lua state shutdown
Fixed PhysObj.SetInertia causing unexpected behavior when used on frozen phys objects or with invalid values
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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