6,139 Commits over 3,806 Days - 0.07cph!
TTT: Updated language files (Community Contribution)
TTT: Fixed TTTCanPickupAmmo only allowing 'true' return values (Community Contribution)
Micro optimization in draw.SimpleText (Community Contribution)
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Cleanup base.fgd & s&box.fgd
Removed legacy 'master' property from all entities
Removed legacy entities:
func_illusionary
func_wall
func_wall_toggle
Removed other entities:
func_dustcloud
func_dustmotes
func_fish_pool
func_orator
game_gib_manager
game_player_equip
game_player_team
info_intermission
point_bonusmaps_accessor
trigger_xen_foliage_interaction
trigger_foliage_interaction
logic_achievement
info_offscreen_panorama_texture
test_traceline
Remove 'Shadow Casting' property in Hammer from non ModelEntity entities
Minor changes
Moved explosion code from Prop to ExplosionEntity, which now acts as env_explosion replacement, which was removed
Fixed entity filter in console not working
Make Surface.BaseSurface work
Also adds Surface.Get/SetBaseSurface()
Fixed rubber surface having a muzzleflash as impact effect
Improved "Open away from player" behavior for ent_door for models whose x+ axis is not the "inward" direction
func_shatterglass: Fix being able to walk through physics enabled unbroken glass & Do not despawn large glass pieces
Adjust wood break plank sound to not be so loud
Adjust glass impact sound volume
Glass surface has sounds
Make 'Couldn't load menu assembly' error contain the whitelist errors
Change Host.Color for servers from Blue to Cyan for better readability
Fixed CollisionGroup.Always acting as a ladder
prop_physics debris/weapon collision groups work as expected
BaseWeapon can hit debris
Fixed ModelDoc crashing when compiling a gamedata node with no valid FGD class
Added ModelDoc.Line/EditorWidget/HandPose attributes
Apply lock on AllAttributes in Library.GetType just like other Library.Get methods
try-catch ModelBreakCommand execution
Added PropGib entity which is spawned as gibs instead of Prop, and carries some extra data
Implemented (and moved to managed) break_create_joint_revolute model break command
Fixed ModelDoc mesh import filter not hiding duplicate counter labels when filtering
Fixed blendable materials not getting their 'Blend Material` tag
Existing materials will need to be recompiled for this to take effect
info_particle_system fixes
Fixed not working in skybox
Fixed the particle not being attached to the entity itself correctly
Added 'Snapshot File' property
Fixed it not sending itself to clients always
Fixed it not showing its particle path in Entity Report in Hammer
Fixed Hammer showing custom ModelDoc nodes as entities
FGDWriter reads XML correctly for properties
func_shatterglass additions & changes
Added support for parenting in Hammer
Added Break input
Added OnBreak output
Replaced "Is in a frame" property with a "contraint" property - has 1 extra selection for physics glass that starts asleep
Fix light_environment's sky lighting keyvalues not being setup correctly
Removed debug output from FGDWriter
Make Hammer.EntityTool Attribute not inherited
Moved light_environment to engine.fgd (is now auto generated)
fade distances and range properties were not moved as they appear to do nothing and make no sense on that entity anyway.
Restore light_environment's description in Hammer
Restore and make obsolete PointLightEntity.LightCookie
Added Hammer.SkipProperty attribute
Allows properties of parent classes to be hidden in the FGD
light_omni, light_ortho and light_spot are now auto generated into engine.fgd
Texture and Rotation support for custom Hammer properties
Prevent stack overflows in FGDWriter
Don't write read only properties, and don't write properties whose type is same as the parent class type
Vector2 can load from object in a JSON
EditorModelAttribute can do different color tint when the entity is dynamic (for lights)
Added Hammer.CanBeClientsideOnlyAttribute
Added 2 internal Hammer helper attributes
Fix compile warning with SoundEvent asset type
Added .vs/* into gitignore
FGDWriter considers writes doubles as floats
Fix up func_shatterglass Hammer properties
Rename first arg of PropertyAttribute's constructors to mention the name is internal
(Also updated the XML comments to reflect this more clearly.
Property attribute uses C# variable name to autogenerate Title, not the internal name
string.ToTitleCase() handles numbers
Update base.fgd
Make SphereAttribute( string ) not ambigious
ResourceTypeAttribute vsnap
Delete breakable_door_model node
Delete Model.GetBreakParicle
write FGD structs for modeldoc only once
FGDWriter can write ModelBreakCommand to modeldoc fgd
Added Library.GetType( string )
Added Model.GetBreakCommands
Breakables class runs BreakCommands, added ModelBreakParticle break command
Cache break command data
Match JSONOptions between Breakables.ApplyBreakCommands and Model.GetData
IBreakCommand => IModelBreakCommand
Update FgdWriter.cs
FGDWriter better handles nullables
DefaultValue generator handles int/float nullables
Merge branch 'master' into modelbreakcommand
ModelDoc does not write GenericGameData fields that are at default value
This is to make nullables in C# modeldoc structs happen
Use nullable ints in ModelBreakParticle command
Update base_modeldata.fgd
Merge pull request #91 from Facepunch/modelbreakcommand
ModelBreakCommand for FGDWriter
Give RangedFloat an implicit float initializer operator
Temporarily fix "Duplicate FGD class" popup/asserts by not writing light entities
Recompile all surface assets
FGDWriter supports System.ComponentModel.DefaultValueAttribute
Restore missing descriptions/defaults for surface and soundevent assets
Make sure floats are quoted in .fgds
Remove base classes from engine.fgd
Give Particles class a description
Update base.fgd/sound.asset
Update base_modeldata.fgd
Use nullable ints in ModelBreakParticle command
ModelDoc does not write GenericGameData fields that are at default value
This is to make nullables in C# modeldoc structs happen
Industrial light - large light for construct warehouse
Merge branch 'master' of sbox
Throw if trying to set RootPanel.Parent
Fix a couple of NREs preventing -dedicated from working
Allow RootPanel.Parent = null though
Shotgun aim workarounds
Initial reimplementation of func_shatterglass https://files.facepunch.com/layla/1b1111b1/sbox_xf1v5teDcI.png
Add entity network ident to list before calling spawn so that setting entity net vars works in spawn
Add glass material property to shatter glass
Add half thickness property to shatter glass, clamp to sane values
Only try to reset glass panel if it's broken
Don';t delete shard if we didn't manage to shatter it
Glass thickness property instead of half thickness
Allow shatter on physics impact although the effect isn't as good as it can be yet
Don't try to shatter if the shatter point is outside of the shard
Only generate shard model on client when there's a valid parent panel with a material set
Filter out all kinds of damage except bullet and physics impact for now
Move car vmdl to rust addon for now so tools stop trying to recompile it
Custom constbuffer support for shaders
Sandbox.ConstantBuffer.Create
ConstantBuffer.Update
Render.Set Constbuffer variant
Compute.WithAttribute Constbuffer variant
Add BBox.FromPositionAndSize
Update to net6
vpc support for vs2022 🙄🔫
vs2022 fixes
New bat files
Make Analyzers and references work with relative paths
Fix surface.asset causing fgd parsing errors
Ready text
Buttons can have subtitles
Hack to make map selection less shit
Error Fixes
Fix missing game lobby settings
Give linebreaks an empty style to prevent shadows etc being rendered
Transform: matrix3d
Transform: matrix
Fix NRE, create lobby if there isn't one when selecting a map
Fix leaderboard showing duplicate entries when rapidly clicked
Don't create lobby, just null check
Better fix for duplicate leaderboard entries
Revert "Give linebreaks an empty style to prevent shadows etc being rendered"
This reverts commit 0a0b8967c63ecd9f8eca49dbdd347fbb02a60b48.
industrial light - fix for #1269
Merge branch 'master' of sbox
Fix Asset property as a List not being an array in fgdwriter
FgdWriter uses DisplayAttribute properties
Write engine defined asset fgd's on startup
FgdWriter - special treatment for Assets, don't treat them like structs
Sound & Surface .asset are now AutoGenerate
Change WorldInput API to instances to resolve issues and allow simultaneous inputs.
* Replace WorldInput.Update with instanced WorldInput fixing hovering and clicking issues as well as allowing simultaneous inputs.
* Resolved various issues with WorldPanel.RayToLocalPosition not using the right axis, being inverted and not scaling.
* Simulate double click and mousemove events for world inputs.
* Fix right clicks not working on WorldInput.
Merge branch 'master' into modelbreakcommand
Update FgdWriter.cs
FGDWriter better handles nullables
DefaultValue generator handles int/float nullables
IBreakCommand => IModelBreakCommand
Cache break command data
Match JSONOptions between Breakables.ApplyBreakCommands and Model.GetData
ResourceTypeAttribute vsnap
Delete breakable_door_model node
Delete Model.GetBreakParicle
write FGD structs for modeldoc only once
FGDWriter can write ModelBreakCommand to modeldoc fgd
Added Library.GetType( string )
Added Model.GetBreakCommands
Breakables class runs BreakCommands, added ModelBreakParticle break command
Maintain CRLF line endings in FGDs + remove trailing whitespace
Update base.fgd