983 Commits over 1,066 Days - 0.04cph!
Project creator folder selector works first time when path already exists - Fixes Facepunch/sbox-issues#2454
Server list spelling
Clip project path text so it doesn't overlap the settings icon
Saftey checks around memcpy in CCompositeParentSpaceState::CopyBoneTransformWeights to prevent crash, additional asserts to catch when this stuff is bad
CQAttributeEditor_SoundPicker: use path instead of name for sound events
Create a resource reference on sounds in maps so custom sounds will get properly uploaded and loaded with the map
This will require you to reselect sounds in your maps to update to their full paths, asset name only is obsolete
Load entity GameData after ToolsDll.OnAddonsCompiled instead of tools.refresh - I think this was accidentally still working somehow, but now it'll hotload and all that shit again
Fix errors in local projects preventing base loading for tools ( Hammer entities, ModelDoc data, base resources ), remove hack from Sandbox.Engine and make Sandbox.Tools responsible for compiling base before local projects are added to the compile group
Add MapNode.Parent property
Fallback to default code editor if selected code editor is no longer installed
Add IEnumerable<MapNode> MapNode.Children
Add MapPath and MapPathNode to C# API
MapGroup and MapInstance init their handles correctly
Hammer: Fix entities from newly uploaded asset.party games not working
CQBuildMapDialog::GetMapLaunchCommand wraps map name in quotes
Make sure Global.Server gets set OnServerInfo so Global.GameTitle and shit is avaliable, fixes rich presence not working too
Hammer: Fix base entities appearing as if they only belonged to certain local games
Only create this package.base Compiler in tools mode once again (for Hammer / GameData), since local compilations are now consolidated with base code
Add MapNode.Copy() creates a copy of the node and adds it to the current mapdoc
Make Hammer entities correctly categorize local projects again
Add map nodes MapGroup and MapInstance, example usage of MapInstance:
```
new MapInstance()
{
Position = Vector3.Up * 128.0f,
Target = Selection.All.First(),
};
```
Don't overflow the Embed network table with too many small files - maybe this should be limited to html, css only?
Make base compiler part of ServerContext.CompileGroup in non tools mode too so local games successfully compile
Fix uploading addons that target games using legacy uploaded assembly path
Make our access tests work with new uploaded assembly path
Project references normalize and encode properly for XML in SolutionGenerator so Visual Studio doesn't cry when seeing an &
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.
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
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
Asset browser can find cloud sounds, SoundDropTarget supports async setting from package
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
Add SoundscapeDropTarget so you can drag and drop soundscapes into your maps
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
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
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
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
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
Make Asset.TryLoadGameResource<T> work on compiled assets w/o source files by implementing in EngineGlue::LoadJsonAsset for compiled files
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.
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
Make _metal and _trans suffixes actually work in create material from image
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
Allow non power of two textures in materials, strip some gameinfo image preprocessors code we'll never use too
Can publish materials to asset.party same way as models
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
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
CResourceAsset::CanRecompile - don't care about leafiness
Kill lpv_skycoverage and lpv_sdf from vrad3 too
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
Hammer cloud models (#469)
Remove CAsset::IsVisibleForMod - this was causing addons assets to be invisible to other addons assets depending on the order addons were added..
This should fix cases where uploading a map wouldn't upload dependant assets from content pack addons seemingly randomly.
As well as let any addon assets see assets in our cloud path so they can resolve references properly.
Revert "Recompiled Assets" - these were recompiled on an old version
This reverts commit 3859bffe7bb821a43bb261084a1aa6ce35d1b0ef.
Up VTEX_LOGICIAL_CRC_VERSION - This is going to rename all generated.vtex_c and recompile vmat_c, I know this sucks but we have to do it because we've had a determinism bug in the texture compiler for a long time and that's causing our texture manager to shit itself when it expects everything to be deterministic.
Recompile all vmat_c
Remove these generated.vtex_c - how did they even get past the .gitignore
update stubble.vmat_c from merge
Strip a tiny bit of shit
Only hide non floating dock widgets in Hammer when toggling fullscreen layout ( resolves Facepunch/sbox-issues#2301 )
Disable spinning the UI on demand recompiles for now because it's causing re-entrant calls to ForceSynchronizationAndBlockUntilManifestLoaded()
Fix a resourcesystem error by avoiding an unnecessary resource fetch in LightDescFromEntity within CLightHelper::Render, CLightHelper manages its own lightcookie handles
Hammer: Fix Qt already has layout console spew with CQStylizedGroupBoxControllable
Hammer: Make sure the toolbar extensions have a background color so they're usable
Proper fallback handling for no audio devices, fixes game startup crash w/o audio device, but also removal and new audio devices mid game - Resolves #378