1,495 Commits over 1,157 Days - 0.05cph!
InputButton.Attack1/2 becomes InputButton.PrimaryAttack and InputButton.SecondaryAttack
Delete ambiguous DistinctBy Linq extension, this is in .NET 6 now
Take distinct Hammer entities by their TypeLibrary ClassName instead of Type
Load Hammer entity types from base first always, then distinct by class name
When we have delicious new game data let Hammer know so it can do the weird stuff it does to refresh all the widgets, helpers, blah blah blah
Shut this assert up, we're calling it multiple times on purpose
Delete "Reload Game Data" from Hammer, doesn't make sense when everything is hotloaded ( plus it would be a fucking mess to implement for no reason )
Instead of deleting / recreating native CGameDataClass lets replace their data if they already exist - this fixes a bunch of crashes since they're referenced by raw pointer everywhere within native tools code
Cleanup EntityParser some more, use DisplayInfo instead of fucking with attributes ourselves, remove code that was for ModelDoc or Assets
MapClass holds it's C# type
Use TypeLibrary.AddAssembly when adding remote game packages from Hammer
Refresh Entity Tool UI after tools.refresh and we've parsed any new map entities
Remove / replace managed Hammer entities on new assemblies so they work all lovely on hotloads
Collect [PathNode] types too for Hammer
Small fix to packages of gamedata entities
HammerEntity should be HammerEntityAttribute
Fix DisplayInfo setting Group to the IconAttribute value
Remove GameData.ParseAssembly and special cases for Sandbox.Game, let's grab it all with TypeLibrary on tools.refresh
Remove Entity.Create<T>() and rename Entity.Create( name ) to Entity.CreateByName( name ) to hint that this isn't the only way to create entities ( you can use new )
Hammer entities become opt-in with [HammerEntity] - most game authors were having to do [Hammer.Skip] on most of their entities so makes sense to invert it
Fix material icons not showing in Hammer's entity tool
Make Input.VR.Left/RightHand.ButtonA/B.WasPressed work within Simulate ( before this only worked clientside in FrameSimulate )
VrHand.AngularVelocity Vector3 to Angles - unfuck the code behind it treating it like SteamVR coordinates which ended up giving batshit values, now it's just degrees/s
Fix regression where entities base properties were getting stomped
Fix regression where entities base properties were getting stomped
Delete FgdWriter, pretty sure everything is managed gamedata now
Fix base addon entities not getting added to Hammer because they don't have a package
Load all entities that live in Sandbox.Game into GameData ( Lights )
If we can't allocate transform data (because of shitty small cbuffers) stop trying to render instead of just crashing, this should fix Hammer crashing on complex maps temporarily until structured buffers are merged in.
AddonConfig.GetPackageType() supports tool, fixes tools showing in local games list
Cursor gets set properly when you focus back into the game from tools
Fix `cursor: none` not working ( last cursor type wasn't getting set and always assumed to be 0 (None) )
Bit of error checking in CSteamAudioScene::BakePathData when creating path data to avoid access violation crash and give us the actual error
Hammer: Add toggleable fullscreen layout ( Shift + Alt + Z )
https://files.facepunch.com/matt/1b1211b1/sbox_0AAXaFMbCO.png
Add description to ModelDoc prop_data "Bake Lighting As Static Prop" so it doesn't seem unimplemented
Delete ModelPropData.AllowStatic - did nothing
Collapsible game tabs in Hammer entity selector
https://files.facepunch.com/matt/1b1111b1/sbox_h9bb4QJuJf.png
Replace per tool GameData with a shared one managed by IToolFramework2, move the managed GameData out of Tools.MapEditor and into Tools, same with it's interop.
* Decoupled CGameData from CGameConfig (mapdoclib), removed g_pGameData use the IToolFramework2 locator now instead.
* Initialize managed GameData from CToolFramework2::Init() before anything could ever need it.
* Populate GameData from managed asynchronously, this solves race conditions of loading Hammer too fast, as well as letting you add localaddons mid game.
Tool scenes loading maps will now have access to all this managed game data too, solving lighting issues / missing sky boxes in modeldoc / others.
This also gives us a very easy route to deprecate fgd files in ModelDoc if desired.
Instead of loading GameData from addons on initialize, load it in from assemblies when added to GameAssemblyManager
Unfuck the map compilation, gotta use a dirty global for gamedata still in mapdoclib, set it automatically when toolframework2 is avaliable, mapcompiler manages it's own manually though.
A couple of dirty hacks to do this, we can undo these if we end up making map compilation not use a seperate process - or there may be some nicer ways to do these globals.
Add some additional launch profiles to Sandbox.Engine for VR or going straight into a map, etc.
Add VR checks when creating a VROverlay
Don't try creating a borderless window in tools mode, fixes keyboard input not working in-game on tools
VR: Get auto fidelity levels actually loading from their config, they don't seem to do anything yet though so need to tinker more
Fix bizzarre rendering logic preventing VR autofidelity from setting the render targets size
Default vr_depth_submit to on
VR overlays should set their transform from standing origin, this should be more consistent with everything else in the engine now
Added `VrHand.TriggerHapticVibration( float duration, float frequency, float amplitude )` Usage: `Input.VR.LeftHand.TriggerHapticVibration( 0.25f, 100.0f, 1.0f )`
This is clientside only for now, we can probably hook it up as an RPC though if it's required.
It would've been nice to hook this up as a unified API with controller vibrations, but haptics and rumble are pretty different, enough that emulating it either way ends up being utter wank.
VR: Simplify and remove more code that we use OpenVR for or has no purpose for sbox
VR: Submit depth texture to the SteamVR compositor, flagged behind `vr_depth_submit 1` - this primarily assists Occulus' time warping / reprojection, but could help other HMDs too
Remove CS:GO freeze frames from world renderer ( they didn't work, if you wanted them to work you'd easily make them in C# )
Remove some dead code from world renderer
VR ALWAYS uses a compositor, remove a lot of dead code from the renderer
Fix VR window display being bizarrely offset or not displaying anything at all depending on VR render resolutions
VR: Set the render viewport to the SteamVR recommended render target size and not the window size ( this was making the default resolution 1080p )
Hammer: Add tiling support to fast texture tool ( behaves exactly the same as the one in dota tools )
Before: https://files.facepunch.com/matt/1b0211b1/sbox_8X63pqiVql.png
After: https://files.facepunch.com/matt/1b0211b1/sbox_ylhMiqliDi.png
Improve Hammer workflow for creating game entities
https://files.facepunch.com/matt/1b2911b1/sbox_qmlxFg0pft.png
Use a factory interface for Hammer tools as natively there's a tool class for each open editor session
Hammer: EditorDefaultValue add support for Color, Vector3/2, Angles, Rotation - allows you to specify default values as you would expect instead of as a string in an attribute
```diff
- [Internal.DefaultValue( "0 0 0" )]
- public Angles MoveDir { get; set; }
+ public Angles MoveDir { get; set; } = Angles.Zero;
```
Revert "Fixed default value for Entity Color in Hammer"
This reverts commit 78256d7b7abf88f067cd05ce857a804cbb5e493c.
Fix insane memory usage (6.8GB -> 700MB in menu) - thread_local in CNetworkStringTable was creating 20MB of buffers per thread..
Hammer: Set entity origin when creating a solid entity in Entity Tool
Hammer: Override materials on the preview mesh for Block Tool when creating a solid entity with [Hammer.AutoApplyMaterial]
Fix game hang when the SDF shapes cbuffer can't be locked and it's handle invalid, prefer tier0 V_memcpy
Fix Hammer door helpers - merge the duplicate doorhelper and door_helper classes so you don't get fooled into using the wrong one
Copy & restore clientside Input state during Simulate, should fix double inputs when you press exactly on a server tick
If Input.Down/Pressed/Released are used serverside outside of a simulated context throw a warning that you're using it in the wrong place
Fix Input.Down / Input.Pressed being delayed or not working at all when used clientside outside of Simulate
Fix [Hammer.DoorHelper] using the wrong editor helper
Compiler reference System.Net.Sockets.dll - not whitelisted, useful for tool addons though
Fix crash when launching game with no audio devices
Read GameClass Helpers from KV3 ( fixes them not being in resourcecompiler and weird shit like lighting breaking because of it )
Call managed PostLoadMap just before the Hammer world is loaded, load our remote packages (if any) there
Add a couple of links in the Help menu to the wiki and issue tracker
Don't presettle prop physics that have Static set ( same behaviour HLX would do with Motion Disabled spawnflag )
Make sure base addon is always compiled in tools mode even with no local addons - fixes base entities not showing in Hammer