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1,109 Commits over 1,219 Days - 0.04cph!

2 Years 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
2 Years 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
2 Years 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
2 Years 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
2 Years Ago
Make Asset.TryLoadGameResource<T> work on compiled assets w/o source files by implementing in EngineGlue::LoadJsonAsset for compiled files
2 Years 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.
2 Years 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
2 Years Ago
Hammer Map Nodes API
2 Years Ago
Make _metal and _trans suffixes actually work in create material from image
2 Years 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
2 Years Ago
Allow non power of two textures in materials, strip some gameinfo image preprocessors code we'll never use too
2 Years Ago
Can publish materials to asset.party same way as models
2 Years 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
2 Years 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
2 Years Ago
CResourceAsset::CanRecompile - don't care about leafiness
2 Years Ago
Kill lpv_skycoverage and lpv_sdf from vrad3 too
2 Years 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
2 Years Ago
Hammer cloud models (#469)
2 Years Ago
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.
2 Years Ago
Revert "Recompiled Assets" - these were recompiled on an old version This reverts commit 3859bffe7bb821a43bb261084a1aa6ce35d1b0ef.
2 Years Ago
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
2 Years Ago
Strip a tiny bit of shit Only hide non floating dock widgets in Hammer when toggling fullscreen layout ( resolves Facepunch/sbox-issues#2301 )
2 Years Ago
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
2 Years Ago
Hammer: Fix Qt already has layout console spew with CQStylizedGroupBoxControllable Hammer: Make sure the toolbar extensions have a background color so they're usable
2 Years Ago
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
2 Years Ago
Rebuild all content
2 Years Ago
Use latest version of bc7e.ispc with determinism fixes and improvements to solid color block encoding (richgel999/bc7enc_rdo)
2 Years Ago
Fix usercmd delta compression for controller analogs where it would never send zero - fixes Facepunch/sbox-issues#2279
2 Years Ago
More resilient gpu driver version fetching, find a matching adapter description from EnumDisplayDevices that matches the DirectX adapter description
2 Years Ago
[ClientRpc] codegen supports reserved keyword names w/ @ prefix - fixes Facepunch/sbox-issues#2227 Collect & replicate usings for codegen so we can keep stuff like initializer syntax simple whilst making it work as you would expect with namespaces - fixes Facepunch/sbox-issues#2018 Remove ErrorList singleton - not needed and some shit code was stomping it and making nothing work Add all local addons to the error list combobox (move those with errors to the top), makes it easier to filter for just the addon you give a shit about - resolves Facepunch/sbox-issues#2188 Only show errors from active addons, update combo / list on localaddons.changed - resolves Facepunch/sbox-issues#2146 Codegen add distinct namespaces only, stop some warnings
2 Years Ago
Add controller look yaw/pitch speed settings, this is deg/s ( fixes Facepunch/sbox-issues#1496 ) Multiply InputBuilder.AnalogLook by Time.Delta so it's not framerate dependent ( fixes Facepunch/sbox-issues#2045 ) Make convars work on non-public props
2 Years Ago
Use InputButton.Chat for chatbox, enter defaults to +iv_chat, obsolete Sandbox.Hooks.Chat.OnOpenChat
2 Years Ago
Reset analog inputs to default when UsingController is 0 in the usercmd - fixes Facepunch/sbox-issues#2238
2 Years Ago
AddonCreator: normalize paths, don't allow creation in a folder full of other folders either you're very likely fucking up then
2 Years Ago
Open in code editor button for tools addons - resolves Facepunch/sbox-issues#2226
2 Years Ago
Make the "from asset.party" addon downloader auto-select the path a bit better - fixes Facepunch/sbox-issues#2233
2 Years Ago
Delete dota healthbar SFM code that plagued the IToolService and ISource2Engine Dock Error List in default layout
3 Years Ago
Only enable vr_depth_submit on Oculus as their positional timewarp is the only thing that makes use of it. WMR OpenVR driver would instantly crash on depth submits, so this resolves that too.
3 Years Ago
Revert "Make Entity.IsAuthority a virtual property" This reverts commit 1533014f19347562cbac07a148ee3926da2f64ad.
3 Years Ago
Make Entity.IsAuthority a virtual property
3 Years Ago
BaseItemWidget: Ctrl clicking selected items removes them from the selection
3 Years Ago
Fix AssetBrowser not loading saved settings correctly - Fixes Facepunch/sbox-issues#2063
3 Years Ago
Fix Hammer texture replace window's asset picker shrinking and becoming unusable Asset Browser: can make new folder from AssetList
3 Years Ago
Enable MultiSelect on AssetList Don't try to open a context menu if we have no options, otherwise Qt will moan Implement shift click multiselect in BaseItemWidget https://files.facepunch.com/matt/1b0211b1/sbox_2u4H5Gcpcl.mp4
3 Years Ago
Entity.networkTags should use StringComparer.OrdinalIgnoreCase when updated from network
3 Years Ago
Fix FileSystem.RebuildContentPath() skipping over addons because it was using File.Exists instead of Directory.Exists. Fixes Facepunch/sbox-issues#2085 and probably quite a bit of other stuff
3 Years Ago
steamaudio_enabled -> steamaudio_enable, drop FC_ARCHIVE since I suspect loads of people had it saved to 1 :(
3 Years Ago
Temporarily disable Steam Audio by default to resolve crashes as the heap corruption has persisted even without IPL_SCENETYPE_EMBREE
3 Years Ago
Tag steamaudio_enabled so we can see it in Sentry, so we can be 100% sure
3 Years Ago
Add steamaudio_enabled cvar