6,139 Commits over 3,806 Days - 0.07cph!
Failed addon downloads will now fire a Problem with the reason why it failed
Bump severity of "Missing addon files" problem
Show severity of problems in the problems menu
Added one higher severity, used for failed addon downloads
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Move Hierarchy category above targetname in Hammer
More dynamic way to hide certain keyvalues for SupportsSolids brushes
hide_when_solid = true KV3 metadata key
Merge branch 'master' of sbox
'alpha = true' KV3 metadata tag for color255 fgd type now enables alpha selection
Alpha was always exported by color255, but was never actually editable.
Added 'inline' alpha entry to color255 property editor
Force alpha to 255 if alpha editing is not enabled (color255 fgd type)
Prevents cases where alpha was stored and loaded as non 255 and is unable to be edited/fixed.
Added ability for embedded properties (Hammer) to have KV3 meta data
Merge branch 'master' of sbox
AutoFGD: 'Render Properties' to 'Rendering'
Removing usage of legacy per property metadata keys in AutoFGD in favor of KV3 metadata section like entities already use
The old and new systems cannot be used together (like Asset AutoFGD was trying to do), and the new system allows for any random key-value sets to be stored, not only those from a predefined set in the old system.
This commit also loads data from the new system into the internal fields old system was loading into, so there's no functionality loss.
Obsoletes Hammer.FieldMetaDataAttribute.AddMetadata( List<string> ) in favor of AddMetadata( Dictionary<string, string> )
Hide 'World Model' related keyvalues for SupportsSolids brush entities
Fixed Output<T> not being created properly on entities
Display AutoTags above user defined tags in asset brower/Hammer/etc
Bump MAXSTUDIOANIMS to 3k, MAXSTUDIOSEQUENCES to 2k (from 2k, and 1.5k respectively)
Added model name & position to VRAD's "unexpected strips found" error to help debug which static props cause the issue
Hammer displays Input/Output parameter types in the Outputs tab
Added Output<T>, provides the correct output type in the FGD
Obsoletes Output.FireWithParam, use Output<T>.Fire
AutoFGD: Ignore 'activator' parameter when deciding what fgdtype to write for an Input
Make use of Output<T>
Update base.fgd
Hide overlays from Materials tab in Hammer, they appear in Overlays tab already
Added missing icon for 'Unreferenced by Content' tag
Fixed missing tag icon for 'From Other Project' tag
Ignore _bakeresourcecache.vpk files in asset browser
Automatically hide Hammer entity icons from Hammer's material list
This is so that there's less useless clutter in Hammer's material selection
Recompiled all editor entity icons
Delete hlvr editor materials/textures, we have no use for them
HLA Hammer puzzle textures, HLA Hammer entity icons
Asset browser displays and searches though real file extension, not the asset type file extension (which is jpg for all images)
Lighting Preview files are extracted next to the map itself, not in the "leafiest"/last loaded mod
write baked light probe cache vtex via full path so it doesn't end up in the wrong folder
Fixed path_particle_rope not showing up in game
Necessary key values on map compile for node<->path linking in C#
When using path node entities, added properties that link to the original path entity on each node entity, and vice versa
Merge branch 'master' of sbox-game
Fixed multi physics body models flying off to space/resetting angles when using keyframe/static physics
Added Particles.SetSnapshot
SetSnapshot support for break particles
Added Particles.SetModel
Added ability to get break_command_list data from models
Merge branch 'master' of sbox
break_create_particle break command support for Breakable class
Add a tip about restarting the game to 'is from an unrecognized content path' message in material editor
ModelDoc 'Unable to load the FGD file' now include the errors
Merge branch 'master' of sbox
Fixed a crash in KeyValues3ToJson when given invalid KV3 data
Error handling for FGDCurve, added IsValid, Mins, Maxs
Do not write a gamemode .fgd if it will contain no entities
FGDCurve can be used in Assets (Added JSON deserializer)
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TextEntry's onsubmit event is now fired with keypad enter as well
Remove LibraryAttribute from SandboxGame, update fgd
Do not write a gamemode .fgd if the gamemode has no entities
FGDWriter strips away invalid symbols for baseproperties class
Don't display a warning about unknown ButtonEntity movetype for non moving buttons
DoorEntity curve for open/close animation
Change DoorEntity delegate assignment, update description
Added MathX.Remap
Added curve support to custom Entity properties via FGDCurve class
Added support for IList, List, IReadOnlyCollection to Asset autoFGD
Added support for TagList in assets
Added Tags field to all entities in Hammer
Restore other Hierarchy properties in FGD autogen and do not duplicate then for every entity, use baseclasses instead
Support for basic arrays in asset autofgd
Added Activation Tags feature to all triggers
Make sure Name, Hierarchy and Tags properties are always on top
Make tag list editor in Hammer take less space per tag
ModelDoc: Warn if model has too many bodygroups
Restore documentation on EntityTags/TagList, fixed EntityTags.HasAny
Also do not hide cordons with hide unselected that makes a selection set
Fixed Undos not updating cordon visibility
Fixed asserts in Hammer with that uses RenderThickLine
QuickHide Unselected doesn't hide cordons
Previous caused everything to disappear which is clearly unhelpful
Added ITagList interface for TagList and Internal.EntityTags, Added ITagList.HasAny( ITagList ), ITagList.Toggle