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1,495 Commits over 1,157 Days - 0.05cph!

3 Years Ago
Fix Hammer gradient fog preview, managed gamedata classes are checked for globals now
3 Years Ago
Fix crash when loading a map with entities from a remote package
3 Years Ago
Fix help descriptions not showing on entity properties, also give each map class a help context related to their dll Fix base properties (targetname, tags, etc.) not using proper prop type
3 Years Ago
BaseTrigger.ActivationTags properly sets it's default value to "player", give base Player a "player" tag.
3 Years Ago
Invalidate Hammer map entities data when a remote package is loaded
3 Years Ago
GameData (.fgd) is now managed, game entities are now loaded at runtime from their type information instead of from .fgd files. This also runs both ways and let's us access all GameData from C#. * Packages you use in your map get saved ( e.g facepunch.dm98, valve.cstrike ) and fetched on map load * Map compiler doesn't try to load fgds anymore, replace it with a KV3 provided by Hammer -> ResourceCompiler. * Map classes can be loaded directly from a LocalAddon or a RemoteP * Remove .fgds of anything that is a managed entity, also remove legacy syntax so we can remove shit loads of code. * Obsolete [Spawnflags] they're confusing for everyone, use a properly named enum with [Flags] on instead. ( Enums with [Flags] also work now, no more FGDType("bitflags") required. If fgd files fail to load, don't fuck managed game data for it.
3 Years Ago
GameData (.fgd) is now managed, game entities are now loaded at runtime from their type information instead of from .fgd files. This also runs both ways and let's us access all GameData from C#. * Managed classes for GameData, can be loaded directly from LocalAddon or RemotePackage. * Map compiler doesn't load .fgds, make Hammer serialize g_pGameData to KV3 and load it in the map compiler * Clean up native GameData code (fgdlib) making it a shit load less confusing to work with, name globals, classes, vars.. properly, delete legacy code, document stuff etc. * Copy native GameData (loaded from core .fgd) back to C# GameData for usage in tools addon * [Hammer] attributes rewritten to not use StringBuilder, pass dictionary / list references and fill those up, obsolete the old tihngs * Remove FGDWriter for game entities, no longer need to serialize it every game start * Remove .fgds of anything that has a managed type, remove legacy syntax on remaining .fgd files (use KV3 so we can remove a lot of code) Give all entities nice [Display, Category, Icon] attributes Glue Hammer Entity tool UI to C#, can use entities for games straight from here, searchable, show what game it's from etc. needs a bit more work to not look shit though Enum properties create and populate their backing native GDIVItemSet New: Enums marked with [Flags] now get treated as flags properly in Hammer now Restore Hammer.CustomHeaderAttribute but obsolete it so it doesn't break older addons C# GameData.LoadConfig should be synchronous so Hammer blocks until everything is loaded - actual loading from each dll is still done in parallel though Obsolete [Spawnflags] it's confusing for mappers and hacky to implement - you should use a property of an enum with [Flags] on it Removed Spawnflags from BaseTrigger, the only flags that did anything were Clients|Everything - everything should just work with tags instead. FuncPhysbox spawnflags turned into a flags enum property instead (old maps will still work just fine) Get rid of FGDType( "flags" ) usages, we just derive this automatically now from [System.Flags] Sandbox.Tools gets addons compiled from Sandbox.Engine - Hammer uses these instead of recompiling them itself plus they're avaliable for other tools to reflect on too In Tools mode add all LocalAddon games to ServerAddons to compile as game opens save package idents in vmap ( e.g facepunch.dm98, valve.cstrike ) from used map entities, download these pkgs on map load if missing locally bitflags Update game selector dialog to use Package.Query API Delete game entities .fgd so you're not accidentally keeping it around for no reason Fix hotload crashes when Hammer isn't open Fix a couple more crashes with hotloading in tools Iterate map nodes on save properly so it catches entities in subworlds (prefabs, tilesets) Remove Spawnflags shit from FgdWriter Reload .FGD Files -> Reload Game Data (probably not needed since we hotload, delete after we port all native ents) Don't obsolete these, they're used by modeldoc fgd still Entity tool: default to prefer class names for now, probably sex up this tool a fair lot more Hotload game entities in Hammer fuck sake actually load the game variable type from KV3 Implement GDIVItemSet::ReadFromKV3 so the map compiler knows default values Don't block engine bootstrap with compile task
3 Years Ago
In Tools mode add all LocalAddon games to ServerAddons to compile as game opens save package idents in vmap ( e.g facepunch.dm98, valve.cstrike ) from used map entities, download these pkgs on map load if missing locally
3 Years Ago
Sandbox.Tools gets addons compiled from Sandbox.Engine - Hammer uses these instead of recompiling them itself plus they're avaliable for other tools to reflect on too
3 Years Ago
Some WIP shit from a while ago on getting editor window up to parity, pushing for @cr4yz
3 Years Ago
Obsolete [Spawnflags] it's confusing for mappers and hacky to implement - you should use a property of an enum with [Flags] on it Removed Spawnflags from BaseTrigger, the only flags that did anything were Clients|Everything - everything should just work with tags instead. FuncPhysbox spawnflags turned into a flags enum property instead (old maps will still work just fine) Get rid of FGDType( "flags" ) usages, we just derive this automatically now from [System.Flags]
3 Years Ago
C# GameData.LoadConfig should be synchronous so Hammer blocks until everything is loaded - actual loading from each dll is still done in parallel though
3 Years Ago
Enum properties create and populate their backing native GDIVItemSet New: Enums marked with [Flags] now get treated as flags properly in Hammer now Restore Hammer.CustomHeaderAttribute but obsolete it so it doesn't break older addons
3 Years Ago
GameData (.fgd) is now managed, game entities are now loaded at runtime from their type information instead of from .fgd files. This also runs both ways and let's us access all GameData from C#. * Managed classes for GameData, can be loaded directly from LocalAddon or RemotePackage. * Map compiler doesn't load .fgds, make Hammer serialize g_pGameData to KV3 and load it in the map compiler * Clean up native GameData code (fgdlib) making it a shit load less confusing to work with, name globals, classes, vars.. properly, delete legacy code, document stuff etc. * Copy native GameData (loaded from core .fgd) back to C# GameData for usage in tools addon * [Hammer] attributes rewritten to not use StringBuilder, pass dictionary / list references and fill those up, obsolete the old tihngs * Remove FGDWriter for game entities, no longer need to serialize it every game start * Remove .fgds of anything that has a managed type, remove legacy syntax on remaining .fgd files (use KV3 so we can remove a lot of code) Give all entities nice [Display, Category, Icon] attributes Glue Hammer Entity tool UI to C#, can use entities for games straight from here, searchable, show what game it's from etc. needs a bit more work to not look shit though
3 Years Ago
read/write files properly you twat Set CGameDataClass parent properly when reading from KV3 load our serialized gamedata here in the map compiler too
3 Years Ago
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.
3 Years Ago
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
3 Years Ago
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.
3 Years Ago
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
3 Years Ago
default_fov not a cheat (lets you have it set on servers) and also saves, games can force a fov still if they care
3 Years Ago
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
3 Years Ago
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
3 Years Ago
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..)
3 Years Ago
Hotload CachedUpgrader: it's okay if this is already in the replace cache it's gonna be the same instance Update base fgd
3 Years Ago
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]
3 Years Ago
Can manually dispatch CI workflow to force a full rebuild for when incremental builds get fucked
3 Years Ago
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
3 Years Ago
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.
3 Years Ago
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.
3 Years Ago
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
3 Years Ago
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
3 Years Ago
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
3 Years Ago
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
3 Years Ago
BasePhysics entities (prop_physics) should derive from the FGD baseclass BasePhysicsSimulated - that way the map compiler will simulate and settle them.
3 Years Ago
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" )`
3 Years Ago
Fix erode tool not working seemingly randomly due to some uninitialized memory
3 Years Ago
Add entities to Hammer GameData straight from games assembly data (skipping fgd)
3 Years Ago
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.
3 Years Ago
NetRead Asset is supported
3 Years Ago
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.
3 Years Ago
PostProcess.Get<T> correctly returns null instead of erroring if it's not in the active effects list
3 Years Ago
BasePlayerController / MoveHelper traces hit Window & NPC layers as expected
3 Years Ago
Fix wrong blend mode happening in shader somehow
3 Years Ago
Remove SceneObject.SetMaterialGroup, it was already on SceneModel
3 Years Ago
Whitelist System.WeakReference Whitelist System.ValueType Whitelist System.IConvertible Whitelist System.TypeCode Whitelist System.TimeZoneInfo
3 Years Ago
Add `mix-blend-mode: multiply`, color picker works again
3 Years Ago
Fix missing key binds on asset inspector tool
3 Years Ago
Remove redundent footer-space on game edit screen
3 Years Ago
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
3 Years Ago
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