userRubatcancel

6,139 Commits over 3,806 Days - 0.07cph!

3 Years Ago
TTT: Updated language files (Community Contribution) TTT: Fixed TTTCanPickupAmmo only allowing 'true' return values (Community Contribution) Micro optimization in draw.SimpleText (Community Contribution)
3 Years Ago
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3 Years Ago
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
3 Years Ago
Delete Interp.Engine.cs
3 Years Ago
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
3 Years Ago
Fixed entity filter in console not working
3 Years Ago
Make Surface.BaseSurface work Also adds Surface.Get/SetBaseSurface()
3 Years Ago
Fixed rubber surface having a muzzleflash as impact effect
3 Years Ago
Improved "Open away from player" behavior for ent_door for models whose x+ axis is not the "inward" direction
3 Years Ago
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
3 Years Ago
Make 'Couldn't load menu assembly' error contain the whitelist errors Change Host.Color for servers from Blue to Cyan for better readability
3 Years Ago
Fixed CollisionGroup.Always acting as a ladder prop_physics debris/weapon collision groups work as expected BaseWeapon can hit debris
3 Years Ago
Fixed ModelDoc crashing when compiling a gamedata node with no valid FGD class
3 Years Ago
Added ModelDoc.Line/EditorWidget/HandPose attributes
3 Years Ago
Missed an include
3 Years Ago
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
3 Years Ago
Fixed ModelDoc mesh import filter not hiding duplicate counter labels when filtering
3 Years Ago
Fixed blendable materials not getting their 'Blend Material` tag Existing materials will need to be recompiled for this to take effect
3 Years Ago
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
3 Years Ago
Fixed Hammer showing custom ModelDoc nodes as entities
3 Years Ago
FGDWriter reads XML correctly for properties
3 Years Ago
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
3 Years Ago
Fix light_environment's sky lighting keyvalues not being setup correctly
3 Years Ago
Removed debug output from FGDWriter
3 Years Ago
Make Hammer.EntityTool Attribute not inherited
3 Years Ago
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
3 Years Ago
Restore and make obsolete PointLightEntity.LightCookie
3 Years Ago
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
3 Years Ago
Texture and Rotation support for custom Hammer properties
3 Years Ago
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
3 Years Ago
EditorModelAttribute can do different color tint when the entity is dynamic (for lights) Added Hammer.CanBeClientsideOnlyAttribute Added 2 internal Hammer helper attributes
3 Years Ago
Fix compile warning with SoundEvent asset type
3 Years Ago
Added .vs/* into gitignore
3 Years Ago
Update car.surface
3 Years Ago
FGDWriter considers writes doubles as floats
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Give RangedFloat an implicit float initializer operator
3 Years Ago
Temporarily fix "Duplicate FGD class" popup/asserts by not writing light entities
3 Years Ago
Recompile all surface assets FGDWriter supports System.ComponentModel.DefaultValueAttribute Restore missing descriptions/defaults for surface and soundevent assets
3 Years Ago
Make sure floats are quoted in .fgds Remove base classes from engine.fgd Give Particles class a description Update base.fgd/sound.asset
3 Years Ago
Update base_modeldata.fgd
3 Years Ago
Use nullable ints in ModelBreakParticle command
3 Years Ago
ModelDoc does not write GenericGameData fields that are at default value This is to make nullables in C# modeldoc structs happen
3 Years Ago
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
3 Years Ago
Update FgdWriter.cs FGDWriter better handles nullables DefaultValue generator handles int/float nullables
3 Years Ago
IBreakCommand => IModelBreakCommand
3 Years Ago
Cache break command data Match JSONOptions between Breakables.ApplyBreakCommands and Model.GetData
3 Years Ago
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
3 Years Ago
Maintain CRLF line endings in FGDs + remove trailing whitespace Update base.fgd