22,530 Commits over 1,614 Days - 0.58cph!
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
Basic assembly reference rewriting
Rewrite packaged addon references if needed
Merge branch 'assembly-rewrite'
Basic assembly reference rewriting
Rewrite packaged addon references if needed
Better handle failed downloads when loading to a server
Switch some entity methods to check validity of internal pointer, not realm
ModelEntity.TakeDecalsFrom throws explicitly when given null
Fix malformed comment on RenderTreeBuilder.AddAttribute
Add MapNode.Copy() creates a copy of the node and adds it to the current mapdoc
Make Hammer entities correctly categorize local projects again
Fixed a race condition with loading custom resources in tools
Fixed ResourceProperty not working with base Resources
Only tell ac to forget the assembly if it's going away
Throw more useful exception when ac can't resolve an assembly
For now don't include base with generic addons (needs some work)
Use correct assembly name for packaged content
When hotloading runtime stuff on the server, also include packaged addons so they hotload too
Client hotload in a more organised way
Add map nodes MapGroup and MapInstance, example usage of MapInstance:
```
new MapInstance()
{
Position = Vector3.Up * 128.0f,
Target = Selection.All.First(),
};
```
Fix tests that use sandbox game
Load addons after gamemode is compiled
Include base addon with Runtime content
Isolate the assemblies in their own LoadContext when loading
Compiled assemblies don't need a dynamic name now, unify name with release so addons work on local versions of games
Load fallback shaders inside tools/ if not found
Update shader path on tools materials
Update pathes, put tools shaders under tools/
New Outfit Piece! - Fedora..
https://files.facepunch.com/daniel/1b2611b1/sbox-dev_a3Ipo4jVY4.png
Fedoras... are awesome. LODs coming asap.
Fixed "fire once" or OutputConnection.TimesToFire not doing anything
Asset browser addon icons reflect their type
Change addon grouping in AddonSwitcher
Addons are grouped by Active AND Type. Groups can also be collapsed now.
Addons + Razor + New Menu sbox-issues/discussions/2438
Print compile errors when no tools mode
Fixed extensions not working
Project references normalize and encode properly for XML in SolutionGenerator so Visual Studio doesn't cry when seeing an &
New Outfit Piece! - Flatcap Hat
https://files.facepunch.com/daniel/1b2611b1/Photoshop_SK6YieyB9t.jpg
LODs coming soon.
Make our access tests work with new uploaded assembly path
Fix uploading addons that target games using legacy uploaded assembly path
Make base compiler part of ServerContext.CompileGroup in non tools mode too so local games successfully compile
Don't overflow the Embed network table with too many small files - maybe this should be limited to html, css only?
Only embed html/scss
Fix CAsset::RequireInstanceInfo error
This was happening because when updating the splashscreen we spin, which also runs async tasks. One of the tasks loaded a dll, which initialized all the statics. The post process materials were loaded here. The problem was that this was happening before the asset system was initialized, so it all shit itself. Now it spins the UI but shouldn't run async tasks.
Fix crashes when trying to set an animgraph on a model with no bones (still allowed because they may have morphs)
Citizen: LOD0/1 don't compress tangents/texcoords anymore, fixing shading seams
Merge branch 'master' into custom-client-input
Citizen: LOD0/1 don't compress tangents/texcoords anymore, fixing shading seams
Fix crashes when trying to set an animgraph on a model with no bones (still allowed because they may have morphs)
Fix CAsset::RequireInstanceInfo error
This was happening because when updating the splashscreen we spin, which also runs async tasks. One of the tasks loaded a dll, which initialized all the statics. The post process materials were loaded here. The problem was that this was happening before the asset system was initialized, so it all shit itself. Now it spins the UI but shouldn't run async tasks.
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
New Outfit Piece! - Flatcap Hat
https://files.facepunch.com/daniel/1b2611b1/Photoshop_SK6YieyB9t.jpg
LODs coming soon.
Project references normalize and encode properly for XML in SolutionGenerator so Visual Studio doesn't cry when seeing an &
Print compile errors when no tools mode
Fixed extensions not working
Addons + Razor + New Menu sbox-issues/discussions/2438
Fixed "fire once" or OutputConnection.TimesToFire not doing anything
Asset browser addon icons reflect their type
Change addon grouping in AddonSwitcher
Addons are grouped by Active AND Type. Groups can also be collapsed now.
Merge branch 'master' into tier2addons
Fixed "fire once" or OutputConnection.TimesToFire not doing anything
Asset browser addon icons reflect their type
Change addon grouping in AddonSwitcher
Addons are grouped by Active AND Type. Groups can also be collapsed now.
Add some more special cases for GetShaderFullPath ( Replacement shaders and tools shaders)
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity.
New Outfit Piece! - Fedora..
https://files.facepunch.com/daniel/1b2611b1/sbox-dev_a3Ipo4jVY4.png
Fedoras... are awesome. LODs coming asap.
Merge branch 'master' into tier2addons
Fix package settings being squashed
Move GameFriend logic
Add Global.IsServerHost
Can change map if server host
Add friend count back
CurrentGame screen to razor, pass server title to client/menu
Fix project reference for tools addons on toolbase -> tools
Make the project folders match with titlecase
A bit more Addon -> Project
Fix tool addons not working from referencing wrong toolbase
Simplify error list, make it work again
Remove console spam on compile error
Remove debug api logging
Remove CascadingParameters logging
Add FixupShaderName to handle legacy materials that don't have the shader name that's up to date
Load shaders from absolute path
Move UI shaders to shaders/ui/ folder rather than root
New Outfit Piece! - Fedora..
https://files.facepunch.com/daniel/1b2611b1/sbox-dev_a3Ipo4jVY4.png
Fedoras... are awesome. LODs coming asap.
Suppress initial build notifications
Wait for the game compile to finish before opening editor
Bind.PropertyProxy supports static properties
Add PropertySheet.AddStaticProperty
Add Utility.PlayRawSound( string file )
Add notification preferences
https://files.facepunch.com/garry/e634e5c8-6be6-449e-a3ad-c73e86f08d34.png
Compile notifications are grouped by compile group, swallow old notification, don't show warnings
BaseFileSystem.GetFullPath quick return if it contains ":"
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity.
Merge branch 'master' into custom-client-input
When OnTagAdded or OnTagRemoved is called, the passed tag is always lowercase. Documentation for these methods updated to explain that for clarity.
Try to get scene object from trace
Remove unused tool scene widget def
Bind ray trace environment and add a simple API for it
Remove slow tracing function, no longer needed
Palette value updated on clicking a swatch, bind it to the color picker
Open color picker as a window
Fix content blocks getting wrong sibling index
Actually destroy and recreate the rootblock when clearing a RenderTreeBuilder - that way we know we've definitely got a clean start
Refactor RenderTreeBuilder, clean up api (because we won't be able to once we ship)
Add Application.CursorPosition setter for mouse capturing
Bind QTimer so we can use it to unblock drag and drop operations (ideally we'd fix this properly in a Qt fork)
Add temp trace function to trace scene objects until we use ray tracing environments
Initial scene editor