22,445 Commits over 1,614 Days - 0.58cph!
Allow menu tasks to persist between sessions
Allow menu tasks to persist between sessions
Replaced hotload callback interfaces with IHotloadManaged
Destroyed() returns a state dictionary that is passed to Created() in the new instance
Don't let Hotload see some sensitive fields
Remove anything marked as [Obsolete] 3+ months ago
Obsolete Entity.EyePos/Rot => Entity.EyePosition/Rotation
delete some legacy c++ concommands: god, say, give, etc. these didn't work anyway and if they should work they should be done in c#
reimplement cl_showpos in c# so it uses the pawn, remove cl_showfps (there's much better ways to see it now)
Fix compile error and strip Panorama stuff from the particle host
Remove more legacy player concommands and whatevers left of impulse
remove env_message
Create WithAnonymous for textures instead of passing it as a parameter to Texture Finish
Remove anonymous param from Texture Finish
Add constructor parameters for CreateCube & CreateArray
Remove WithMips for texture cube for the time being
Create Developer-GenerateSolutions.bat
Completely removed vscript from anim system
Update Developer-GenerateSolutions.bat
Few more script references in anim projects
Cleanup texture builders to reduce loads of code duplication
Bring Texture3d, TextureArray & TextureCube builders extra properties
Make Texture2DBuilder a struct
Merge pull request #168 from Facepunch/texture-builder
Cleanup texture builders to reduce loads of code duplication
Don't bother trying to compile 32 bit PCM so you don't damage your ears if you try
Allow foliage shader to be compiled again
Fix alpha testing for shaders
Fix base shader not compiling
Pass number of mixed cascades to shader
Make lighting data structure from shader match what's on cpu side
Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows
Fix glass texture coords when breaking shards that have moved away from the panel
Allow breakable glass to use assigned UV mapping (requires map entity recompile)
Generic gibs are now based on the entity's physics material
Moved generic gibs and added break sound to Surface asset
Added PhysicsBody.GetDominantSurface, PhysicsShape.SurfaceMaterial and Surface.GetRandomGib
Fixed hotload test assemblies having wrong package ID
Exposed hotload skip attrib and callback interfaces
Deleted empty INotice.cs
Added cl_hotload_log and sv_hotload_log console vars
Fixed possible NRE when setting up console vars
SkipHotloadAttribute now supports properties
Fixed possible NRE when setting up console vars
SkipHotloadAttribute now supports properties
We're that sure that we don't need these files that I'm gonna completely delete them
Strip Lua,. LuaJIT, IModelProcessingScriptSystem, Squirrel
Attempt to fix Interop logger dying
Throw error if binds don't generate
Basic Managed Hammer: add menus from C# and auto reload fgds
* Basic Hammer interop, let tools addons add menu bar options with [Menu]
* FgdWriter tells Hammer to reload fgd automatically when written
* Hammer: Save & restore selection when reloading fgds instead of clearing it
[Net] codegen, use the ISymbol to get attributes instead of the syntax node so you can use the FQN and not have it silently do nothing
Fix access violation crash in NetWrite.SendRpc on invalid entities
Removing unsused vwatch, item_editor, etc
Hammer: Fix width and height labels on worldspace selection box
Removing unused workshoptools, workshopadmin, workshopmanager, workshoptoolutils
Added cl_hotload_log and sv_hotload_log console vars
Interopgen - run in parallel
Make Texture2DBuilder a struct
Replace Hammer::CreateMenus with Hammer::WindowInit
Disable ToolRenderContext
Commenting this out for this PR. Here's the issue with doing it like this. You're passing a struct down to addons, which can then be copied, which will copy the CToolRenderContext pointer. Which means you've lost control of it. That could lead to the situation where people are saving the struct somewhere and using it after the native pointer is dead. This is why where possible I've preferred the globals (Paint, Render) and protecting the pointer by nulling it when out of scope. This needs more thought on how it'd work for multiple views etc.
CFramelessMainWindow stores its managed handle
Fix broken unit tests
Refactoring tests into multiple projects
Add test step
Pull request ci
Add missing interop includes
Bring Texture3d, TextureArray & TextureCube builders extra properties
FPArms: fixed animations not playing in-game & minor skinning tweaks on the wrists
Fixes to studio light projector
Import phys hull by element and split the projector panes hulls
Added a material group
Cleanup texture builders to reduce loads of code duplication
Studio light projector files
Hammer: Add support for world space box selection for 2d views https://files.facepunch.com/layla/1b0911b1/sbox_oC6MhRldDQ.png
Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once
Up our shader ABI, document changes, and rename elements of that enum to better clarify
Basic Hammer interop, let tools addons add menu bar options with [Menu]
FgdWriter tells Hammer to reload fgd automatically when written
Hammer: Save & restore selection when reloading fgds instead of clearing it
Hook Hammer MapViewHUD render and pass a ToolRenderContext to C# for helper overlays (e.g. showing where a platform will go.)
Throw exception when trying to create a null particle system
Better than cryptic asserts
Slightly improve breakable commands code
Merge branch 'master' of sbox
security light - adjusted col shapes
Merge branch 'master' of sbox