6,270 Commits over 3,898 Days - 0.07cph!
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
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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
Add nullptr safeguards to CMaterialVar::SetTextureValue
Fixed "Steam overlay replacement" window opening links externally
Fixed crashes in certain Vehicle functions when used on unsupported vehicles
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
+vgui_drawtree now requires sv_cheats just like vgui_drawtree 1/0 does
Fixed crash on srcds when potentially conflicting addons are detected
ServerLog global now obeys sv_logecho convar
Delete Windows steam binaries (used by dedicated servers) as they are now shipped automatically by Steam
menu_cleanupgmas Problem will now tell you which files it recommends deleting. Also removed "Finished! Run menu_cleanupgmas to clean up said files" console messages since they duplicate what's in Problems menu.
Cherry pick steam_api.dll fix, "Too many voice packets in a single frame!" fix, vehicle driver NPC crash fix
Move potentially conflicting addons detection to Problems menu - potentially conflicting means two addons have the same Lua file with different file sizes
You can now search maps by the name of the Workshop Addon they come from in Start New Game screen
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Fix crashing with npc_apcdriver when it doesn't have its vehicle
Added console warnings when npc_apcdriver/npc_vehicledriver is removing due to it not having its vehicle
Update steam_api.dll to the correct version (1.50)
Fix paths not deserializing correctly (oops)
Make Entity.HammerID public and use it for BasePathEntity
Unparent HUD entity from Game entity
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
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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