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1,380 Commits over 1,066 Days - 0.05cph!

1 Year Ago
Make base compiler part of ServerContext.CompileGroup in non tools mode too so local games successfully compile
1 Year Ago
Fix uploading addons that target games using legacy uploaded assembly path
1 Year Ago
Make our access tests work with new uploaded assembly path
1 Year Ago
Project references normalize and encode properly for XML in SolutionGenerator so Visual Studio doesn't cry when seeing an &
1 Year Ago
Fix project reference for tools addons on toolbase -> tools Make the project folders match with titlecase
1 Year Ago
A bit more Addon -> Project
1 Year Ago
Fix tool addons not working from referencing wrong toolbase
1 Year Ago
Skip replicating global usings in codegen, they were causing compilation errors because they need to precede non-globals.. but they're globals so we can just not replicate them instead.
1 Year Ago
Add `hammer.mapview.contextmenu ( Menu, MapView )` event for tool addons to add options to the map view's context menu Add Qt Menu.Icon Create point entities from map view context menu, most useful is going to be recent entities https://files.facepunch.com/matt/1b2111b1/sbox_bEtaFtYvtm.png
1 Year Ago
Remove my old remote package code, this is all handled by vmap metadata now Simple static Selection API for Hammer for getting / setting selected map nodes Stop duplicate "Navigate to Folder" in asset context menu when multiple asset browsers exist What the fuck did I make this native pointer nullable for Add Hammer specific asset context menu for selecting objects using assets and that sort of stuff https://files.facepunch.com/matt/1b1911b1/sbox_9pAdMcU4JQ.png
1 Year Ago
Asset browser can find cloud sounds, SoundDropTarget supports async setting from package
1 Year Ago
Asset publishing widget doesn't stomp potential asset editor Can publish sound and soundscape assets Handle null thumbnails for uploaded assets, I think garry's already made the backend auto generate them if nothing is provided
1 Year Ago
Add SoundscapeDropTarget so you can drag and drop soundscapes into your maps
1 Year Ago
Replace rect definition picker with our own whilst I'm here Add Asset.GetAdditionalRelatedFiles() Upload hotspot .rect for a material asset, only for single assets and not games
1 Year Ago
AssetList: don't encode a `file:///` URI in DragData.Text keeping it consistent with all native tools, fixes Hammer not accepting models dragged from our asset browser
1 Year Ago
Replace asset picking with our own in more native situations * Improved the native API for opening our AssetPicker so it's easier to swap out the old embedded asset browsers * QAssetSelectionWidget ( property sheets ) and QEmbeddedAssetPicker ( Active material ) use our AssetPicker * Limit the ability for the AssetPicker to select cloud assets, when called from native we only allowed it when the context asset is a vmap
1 Year Ago
Pass parent widget to AssetPicker from native so lifecycles can't get fucked up Cleanup and docs before merge
1 Year Ago
Only allow cloud assets in AssetPicker called from native if the context asset is a vmap since that's the only format we currently save cloud asset information to
1 Year Ago
Native can focus on an initial asset in the AssetPicker Pass down a title / settings key from native to asset picker Can filter by multiple asset types
1 Year Ago
Pass down m_StartingViewType to our AssetPicker so native can decide if list / grid is better
1 Year Ago
Refactor the native code for opening our C# AssetPicker - make it easier to slot in for the other embedded asset browsers and easier to extend QAssetSelectionWidget ( used in propertysheets to select assets ) uses C# AssetPicker Hide these buttons in QEmbeddedAssetPicker, I'd be surprised if anyone misses them CQEmbeddedAssetPicker opens C# AssetPicker
1 Year Ago
Drop targets don't need to be public MapNode creation/deletion has to be done on main thread, add asserts Null safety checks on map node shit Update to .NET 6.0.10
1 Year Ago
nullptr checks for Hammer.ActiveMap MapEntity / MapMesh constructors will default to active map doc if not specified MapView wraps CMapView so we can use it in addon space Add `[CanDrop( string AssetFileExtension )]` that support `IMapViewDropTarget.DragEnter( Asset ... )`, make it all accessible to addon space Move MaterialDropTarget to addon space Hammer: Add SoundDropTarget - creates snd_event_point for .sound assets
1 Year Ago
Make Asset.TryLoadGameResource<T> work on compiled assets w/o source files by implementing in EngineGlue::LoadJsonAsset for compiled files
1 Year Ago
Hook up the CMapView's CToolCamera so we can have the camera pos/angles and able to build rays from 2d coords Hammer traces return their hit MapNode by managed handle so can do `if ( tr.MapNode is MapMesh mesh )` now Add MapMesh.SetMaterial( Material ) Real simple drag handler for material packages - this code is all getting shit though time to rip it up Refactored map view drop targets into an interface with attributes: `[CanDrop( Package.Type.Model )] class ModelDropTarget : IMapViewDropTarget` Once I wrap CMapView I'll make this public and make it work with standard AssetType too, so you'd be able to create custom drop targets for your game resources.
1 Year Ago
Split Hammer save/load logic into different file and document all the internals so anyone other than me can know what the fuck is going on
1 Year Ago
Hammer Map Nodes API
1 Year Ago
Make Trace work against MapWorld
1 Year Ago
unfuck block tool to work with handles
1 Year Ago
Refactor & documentation on MapNode classes, make sure it all makes sense Move these Hammer tools into their own folder Simple test window for playing with the hierarchy of MapNode from addon layer
1 Year Ago
Move GetManagedHandle to common header to avoid ambiguity of when it's defined in interop and to avoid redefinition link errors
1 Year Ago
Temp comment out the BlockToolGlue.BuildGeometry - solve this in the morning
1 Year Ago
Remove unnecessary links in toolframework2 from fucking around with another solution
1 Year Ago
Add Hammer.ActiveMap Unfuck map save / load code to use managed classes instead of native shit Unfuck all of the MapViewDropTarget code so it now uses the handle managed classes - much much simpler
1 Year Ago
Fuck it, mapdoc interop back to Hammer only since that's all I want Filthy hack for interopgen for GetManagedHandle within interop.hammer.h Not as filthy hack to only init mapdoc managed handles from hammer.dll because I could end up spending weeks figuring out how to make it all work across various dlls when all I care about is Hammer anyway
1 Year Ago
Hammer.RenderMapViewHUD gets the actual mapview as well Simple Trace API for tracing against map worlds in Hammer HandleIndex.RegisterHandle can defer to IToolsDll Give mapdoc nodes managed handles so we can use them safely, move all the interop from hammer -> tools since they're not Hammer exclusive they'd be in an invalid interop state when used elsewhere... Although this might also not work because of linking, need to play around more.
1 Year Ago
Make _metal and _trans suffixes actually work in create material from image
1 Year Ago
Asset Browser: use User order for cloud assets so you see your shit first Asset Browser: can search for cloud materials Hammer Asset Browser: double clicking a cloud material will install and set the current material to it
1 Year Ago
Allow non power of two textures in materials, strip some gameinfo image preprocessors code we'll never use too
1 Year Ago
Can publish materials to asset.party same way as models
1 Year Ago
Drop pre SM5 compile targets, GL, X360 Shaders: drop all #ifdef stuff for pre SM5 and GLSL No vfx_dx9 vfx: start stripping nCbStartRegDx9, there's some more around the serialized compiled shaders that need some thought on how to dissect
1 Year Ago
Just code cleanup to make diffs easier, NULL -> nullptr that sort of shit Backport improved DX11 buffers; these changes mainly focus on structured buffer alignment Remove DX9 only concepts from binding buffers Kill IRenderContext::SetUserClipPlane (Not supported since DX9) vfx_dx: remove dead dx9 code Smarter binding of UAV slots to not conflict with RTVs Fix MAT_OP_STORE_RS_MULTI_SAMPLE_ENABLE never working Backport GPU Buffer methods ( we should be using these for tiled / transform buffers ideally ) DX11: IBs get their SRVs bound differently to VBs Merge fixes from Valve for DX11 renderer - nothing massively major here, some asserts, wrong enum fixes, CopyTexture can use DX11 CopySubresourceRegion instead of shaders DX11: ensure there is always a viewport set for a draw - fixes warning "There are no viewports currently bound. If any rasterization to RenderTarget(s) and/or DepthStencil is performed, results will be undefined." Delete all source files for DX9 & OpenGL renderers
1 Year Ago
Hammer: Set current material from new asset browser on highlight Defer CKeepAssetCached::ReleaseAsset() until after we're done with the asset in CMapViewDropTarget::OnDrop( ... ) - fixes materials being dragged into the map not applying when they weren't being set to the current material
1 Year Ago
CResourceAsset::CanRecompile - don't care about leafiness
1 Year Ago
Kill lpv_skycoverage and lpv_sdf from vrad3 too
1 Year Ago
Get rid of unused Bake SDF compile option that made map compiles always take forever and hide deterministic charting comptations option behind dev flag since that's what its for Cloud assets use PATH_ADD_TO_TAIL so they don't get prioritized over anything you have locally
1 Year Ago
Hammer cloud models (#469)
1 Year Ago
Simplify this since Package.Fetch can handle a asset.party url
1 Year Ago
Fix game_packages being stomped by migration propery this time Progress update when downloading game package in Hammer
1 Year Ago
AssetSystem.InstallAsync can do games, but ignore downloading assemblies Don't stomp game_packages each load