1,460 Commits over 1,157 Days - 0.05cph!
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
Fix DX11 check wrongly checking for DX10
D3D11 device video support is only supported on DX11.1 (w/o WARP), add the proper feature level check
Add -dx11novideosupport flag for debug
Rebuild worked - revert retail builds back to incremental
Remove s1/s2 bridge download system, stringtables, pure whitelists and related code, convars, protobufs.
Remove native vieweffects ( we do them in managed ), remove protobufs/ums left from vgui, train, hintsystem etc.
* Remove these native entities: game_text, env_beverage, item_sodacan, func_precipitation, func_precipitation_blocker, env_muzzleflash, env_gunfire, env_screenoverlay, env_fade, env_hudhint
* Remove loads of UTIL_ code that was game specific or not needed.
Try a /rebuild on everything
Remove -dx9, -gl, -vulkan command line options which were just making non-existent rendersystems.
Remove DX9/GL rendersystems enums and any related hacks that were using them.
Block tool specifies it's materials in C#, don't stomp from C++ - lets you specify specific materials on certain faces in a PrimitiveBuilder, useful for if you want certain faces to be player clips
Don't be lazy, update Hammer.CurrentMaterial on change
Make PolygonMesh face Material work
Add Hammer.CurrentMaterial
Iterate PolygonMesh API, remove dumb "Simple" naming from classes, Polygons are Faces instead, document better and optimize.
PolygonMesh keeps it's own vertex list, allowing more advanced usages and simpler data stream construction
* AddPolygon renamed to AddFace
* PolygonMesh.AddVertex( ... ) returns an index you can use with AddFace( params int[] )
Check if Steam is running on clients asap, prevents some crashes from us using Steamworks super early
Hammer: Fix duplicate or remove non-working view modes / options in the view, mainly dota things
Remove another premature GetSteamUniverse() call that wasn't doing anything
Don't try to SteamAPI_Init() on dedicated servers or initialize the SteamGameServerAPIContext before we've called SteamGameServer_Init
Hammer: Curved stairs primitive (experimental), not sure how to make it interact nicely within the bounding box. Need to expand the PolygonMesh API some more to allow face data UV axis too.
https://files.facepunch.com/matt/1b1011b1/sbox_22SJRcVCiW.png
Remove QToolBlockUI which was just glue and do the whole thing in C#, remove some resulting dead code in CToolBlock
Remove redundant mapdoclib stocksolids
Hammer: Entity tool uses Block tool to place solid meshes w/ listeners, same way nav meshes are placed.
https://files.facepunch.com/matt/1b1011b1/sbox_CsQvkTwpm5.png
Mark these transform operations as internal, let's not just blindly expose C++ ways to the public API
Namespace Hammer/MapDoc under Tools.MapEditor
Add a simple MapMesh API for creating simple n-gon polygons programatically in tools addon layer
Move Hammer Block tool to C# addon layer, developers can implement any geometry shapes using the simple polygon mesh API and full hotloading.
Ported the following shapes to C# so far: Quad, Block, Cylinder
Cleanup naming of everything, create the tool interface in a more sane way, port over more primitives.
* GeometryTool -> BlockTool, keep the naming consistent with Hammer, it is a blocking out tool after all
* Geometry -> PrimitiveBuilder
* SimplyPolygonMeshDescription -> PolygonMesh - way less insane and future proofs us to binding it with CHammerPolyMesh, different ways to use it can be done on the class
* Port Spike and Hole primitives, Linq makes them super easy to do
* Hotloading triggers an update on the block tool, so when creating PrimitiveBuilders you see the changes straight away
* Glue "Orient to the 2D view plane direction" checkbox to set the option in native
Add Sphere primitive to C# block tool
Add Sphere primitive to C# block tool
Namespace Hammer/MapDoc under Tools.MapEditor
Add a simple MapMesh API for creating simple n-gon polygons programatically in tools addon layer
Move Hammer Block tool to C# addon layer, developers can implement any geometry shapes using the simple polygon mesh API and full hotloading.
Ported the following shapes to C# so far: Quad, Block, Cylinder
Cleanup naming of everything, create the tool interface in a more sane way, port over more primitives.
* GeometryTool -> BlockTool, keep the naming consistent with Hammer, it is a blocking out tool after all
* Geometry -> PrimitiveBuilder
* SimplyPolygonMeshDescription -> PolygonMesh - way less insane and future proofs us to binding it with CHammerPolyMesh, different ways to use it can be done on the class
* Port Spike and Hole primitives, Linq makes them super easy to do
* Hotloading triggers an update on the block tool, so when creating PrimitiveBuilders you see the changes straight away
* Glue "Orient to the 2D view plane direction" checkbox to set the option in native
Namespace Hammer/MapDoc under Tools.MapEditor
Add a simple MapMesh API for creating simple n-gon polygons programatically in tools addon layer
Move Hammer Block tool to C# addon layer, developers can implement any geometry shapes using the simple polygon mesh API and full hotloading.
Ported the following shapes to C# so far: Quad, Block, Cylinder