1,380 Commits over 1,066 Days - 0.05cph!
Make map compiler load GameData from temp KV3 written by Hammer, instead of trying to collect and load fgds again, especially since we're not using fgds for managed stuff.
Entity tool searchable entities and toggle to display ent_class_names
give a shit load of entities nice [Display] names
Make paths and path nodes work with new hammer entity shit
Entity selector should only show entities
Obsolete [Hammer.EntityTool] names & categories should be set with [Display, Category] and descriptions should be /// <summary> ... </summary>. Entity Tool will show these friendly names / icons over class names.
Add [Hammer.PhysicsSimulated] this hints to the map compiler that the entity is simulated in game and should pre-settle. Internally replace BasePhysicsSimulated @baseclass check with PhysicsSimulated tag and replaces the hacky solution I had implemented with .fgds previously.
Make all these [Hammer.] attributes make helpers, metadata, etc. with dictionaries / lists instead of a stringbuilder to fgd format
default_fov not a cheat (lets you have it set on servers) and also saves, games can force a fov still if they care
Add MetaData for classes, turn it into native KV3
Add PropertyTypeOverride for MapVariable for some shit we really just can't derive from a C# Type
[Hammer.CanBeClientsideOnly] adds its variable
Sort out the C++ side of fgdlib so we know wtf is going on, organize our C# interop nicer because of it.
* Split fgd file parsing away so we have more ownership of GameData and it's way less confusing.
* Classes, variables, globals are named properly e.g pGD -> g_pGameData (it got very confusing when pGD is a parameter name everywhere too)
* Document what GameData is & how we use it in s&box.
* Sort out code stink, unnecessary long compile times and remove some headers that haven't been used in the past couple of decades.
Add "point" and "solid" tags to applicable managed gamedata classes, Hammer likes to use these over the type for some things
Don't mix AssemblyLoadContexts, I've one this part all pretty wank need to revisit this bit later.
Implement Inputs and Outputs, the parameter types make more sense now and entity parameters should work now too.
Remove map entity related stuff we've already ported to our tools from FGDWriter
AccessControl check remote packages in Hammer before loading them
GameData::AddClass sets the classes parent to itself properly
Copy editor helpers and tags to native GameData, add standard base properties "parentname", "local.origin" etc. (is there a reason these aren't just on the Entity class as normal properties?)
Implement property type overrides so I don't fuck up backwards compatibility, we can iterate on if these are needed later
Adjust Hammer.MetaDataAttribute to accept Lists for metadata & helpers, implement even more Hammer attributes (there are a lot..)
Hotload CachedUpgrader: it's okay if this is already in the replace cache it's gonna be the same instance
Update base fgd
Load all entities from our local base addon dll
Make resource types on properties work properly, Texture Model etc. - handle Tags on map classes and start parsing [Input]
Can manually dispatch CI workflow to force a full rebuild for when incremental builds get fucked
Delete loads of C++ entities that were removed from fgd ages ago or just legacy as fuck, clean up loads of shit because of it too.
Important we do delete these after removing them from fgds because the engine will still create them if a map has specified them previously
Map class variables type themselves from the C# Property Type now and their default value is set too. Clean this shit up using partial classes keep it nice and tight.
Add entities to Hammer GameData straight from games assembly data (skipping fgd)
Use an AssemblyLoadContext for game binaries in Tools/Hammer so we can use real Reflection instead of Cecil
We can load entities from remote packages too, put it all into a simple `Hammer.LoadEntitiesFromPackage( "facepunch.minigolf" )`
Clean up GDVar code a bit to keep our changes manageable, we don't need S1 fgd parser or game units/items
Turns out we were using the legacy stuff, switch it all over to KV3
Populate entity gamedata properties
Make structured MapClass w/ mirroring to native GameData so we have access to map entity classes in managed easily
Port Hammer Entity tool to C#, can pick s&works games from within the tool and use the game entities straight away
Don't output entities with FGDWriter
Load entities from all active LocalAddon when Hammer is started, split the API for local/remote package to make it saner
Load entities straight from Sandbox.Game.dll too
Hammer: don't load any .fgds from addons, we only load core/fgd/s&box.fgd now for remaining C++ entities
Remove DotaMaxTrees
Load managed GameData after engine fgd is read, copy native engine entities to our managed lists and then mirror our managed game classes back to native
Copy variables to native
Make our entity tool properly functional and less shit, add a button that pops up a dialog to use entities from remote games.
Remove DotaMaxTrees
Load managed GameData after engine fgd is read, copy native engine entities to our managed lists and then mirror our managed game classes back to native
Load entities straight from Sandbox.Game.dll too
Hammer: don't load any .fgds from addons, we only load core/fgd/s&box.fgd now for remaining C++ entities
Don't output entities with FGDWriter
Load entities from all active LocalAddon when Hammer is started, split the API for local/remote package to make it saner
Clean up GDVar code a bit to keep our changes manageable, we don't need S1 fgd parser or game units/items
Turns out we were using the legacy stuff, switch it all over to KV3
Populate entity gamedata properties
Make structured MapClass w/ mirroring to native GameData so we have access to map entity classes in managed easily
Port Hammer Entity tool to C#, can pick s&works games from within the tool and use the game entities straight away
BasePhysics entities (prop_physics) should derive from the FGD baseclass BasePhysicsSimulated - that way the map compiler will simulate and settle them.
Add entities to Hammer GameData straight from games assembly data (skipping fgd)
Use an AssemblyLoadContext for game binaries in Tools/Hammer so we can use real Reflection instead of Cecil
We can load entities from remote packages too, put it all into a simple `Hammer.LoadEntitiesFromPackage( "facepunch.minigolf" )`
Fix erode tool not working seemingly randomly due to some uninitialized memory
Add entities to Hammer GameData straight from games assembly data (skipping fgd)
Add some more mix-blend-mode, fix lighten colors (but this breaks alpha), someone smarter have a look, I don't see how we can do this with just DX11 blend states we likely need to do software blending in the shader.
NetRead Asset is supported
Don't generate custom asset types where extension is over 8 chars, add appropriate errors so you know wtf is going on
Internally these extensions turn into a 64-bit int (8 bytes) so making them longer isn't practical.
PostProcess.Get<T> correctly returns null instead of erroring if it's not in the active effects list
BasePlayerController / MoveHelper traces hit Window & NPC layers as expected
Fix wrong blend mode happening in shader somehow
Remove SceneObject.SetMaterialGroup, it was already on SceneModel
Whitelist System.WeakReference
Whitelist System.ValueType
Whitelist System.IConvertible
Whitelist System.TypeCode
Whitelist System.TimeZoneInfo
Add `mix-blend-mode: multiply`, color picker works again
Fix missing key binds on asset inspector tool
Remove redundent footer-space on game edit screen
If Steam Input gives us no motion state use Quaternion.Identity instead of an invalid quat
Make Input.MotionData.Rotation match our S2 world space
Fix NRE on Game Setup screen
Restore game setup description editing functionality
Can set control mode / single/multiplayer tags on game setup page
Add controller/vr information the same way as "Mouse & Keyboard Supported" is
Fix exception from Package.UpdateValue
Fix UI shader using wrong constants for background image repeats
PrimitiveBuilder.Is2D now works as intended and makes a 2D bounding box on the block tool
Revert "Quad primitive creates from the bottom of the bbox"
This reverts commit 6e1704dfd5a9a62d3bcc4de46a18de1ece416047.
PathPlatformEntity moves with velocity matching PlatformEntity behaviour, so the player controller can match it's velocity.
https://files.facepunch.com/matt/1b1611b1/sbox_0001.mp4
net_fakelag remove FCVAR_ARCHIVE, and add FCVAR_CHEAT to it and sdr command
Set controller "Menu" action set if ingame but main menu is open
Asset.Load log the actual exception when deserializing errors
Fix typo in water bounds code using y instead of x
Completely remove HLTV/SourceTV, decouple spawngroupmessagemanager so the demo recorder can use it
Remove instant replays
Don't flatten hierarchy when looking for [Event] methods
Use the Center +- Radius of Water RenderBounds
Make sure water render bounds are larger then ripple radius * 2 and not just radius.
Implement `UPathComparer.OrdinalIgnoreCase` and use it for `RedirectFileSystem ManifestFileSystem.Redirect` - fixes not finding non lowercase files.
Add SceneObject.SetMaterialGroup( string group )
Load all Assets before entities are created clientside, matching serverside behaviour
Get rid of trains and elevators and shit
Delete more shit, maprules, multiplay/teamplay game rules, misc shit handled by C# already