branchsbox/hammer-transient-packagescancel
34 Commits over 31 Days - 0.05cph!
Simplify this since Package.Fetch can handle a asset.party url
Handle widget deleted while fetching packages
Package -> view in browser
Custom render the model thumbnail
Fix game_packages being stomped by migration propery this time
Progress update when downloading game package in Hammer
AssetSystem.InstallAsync can do games, but ignore downloading assemblies
Don't stomp game_packages each load
Refactor game packages to use metadata, and use AssetSystem.InstallAsync to make sure we have any game assets avaliable which will resolve Facepunch/sbox-issues#1748
Don't limit framerate while smooth scrolling
Asset Party activated using filter text, auto pagination
Fix NRE when loading a map with metadata but no cloud_packages
Double clicking a cloud asset installs and opens it
Fix Api queries not caching
Add Package.Query.GetCountAsync()
Show layout/paint time in listview debug (alt + pause)
Delete CToolService::ThrottleRenderingToYieldCPU
Don't react to assetsystem.changes in the remote asset browser, fixes flickering whilst assets are being installed as well as it refreshing on map save
Add search to remote asset browser
Add Package.TryParseIdent
Store packages with #version
Refactor managed mapview drop target, add path for varying behaviour for different asset types, cleanup & comment
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }`
Move ManifestMount to Sandbox.Engine
Static ToolRender class uses the current CToolRenderContext context
Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously
Create a remote asset manifest within a map doc, save/load remote assets used within the map
Simplify mapdoc remote asset manifest, no need for all these C++ bindings
ResourceCompilerMap: parse the remote asset manifest and symlink mount any transient assets just before `CResourceCompilerMap::CollectMapDependencies`
ResourceCompilerMap: Put the transient asset manifest in the .vpk - this will serve two purposes: publishing should mount before collecitng dependencies of the map, when loading the map locally we need to fetch/mount these transient assets
Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up
Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest
Small cleanup in compilemap, it's okay not to have a .meta file, remove some debug logs
Get the debug download text working again, use static dirtying this time so its safer / easier
Fix null ref on new maps
Use AssetSystem.InstallAsync when dropping a package on the map, delete all the old bullshit ManifestMount around here
No need for CResourceCompilerMap::MountMapTransientAssets now, asset system mounts cloud automatically
Save distinct Asset.Package idents of referenced assets on map save into the Asset.Meta, and make sure they are installed on map load
Revert "Move ManifestMount to Sandbox.Engine"
This reverts commit c1cbe1e2c3ce181ddde6f9633fe1861c04576bbf.
Set the bounding box based on package metadata so you know how big the model is while it's still downloading - I think this metadata probably belongs in the Qt drop data
Remove bad using
When we're dragging on the map view with Qt, start a QTimer to run tool frames manually. This makes dragging packaged assets able to async properly since we can run our main thread synccontext and dirtied map nodes will actually re-render.
Early out if the cloud assets already has the package, don't bother with any unnecessary remote fetching. Refactor and comment.
Add Install to context menu of a packaged asset, have already found myself wanting this
Icon indicators for installed cloud packages
Remove the danger from this async code by using a reference to the CMapNode ID instead, can refactor this further but it's much less shit now
Fix model getting stomped whilst dragging it around, for some reason the native free drag code restores from a baseline copy every drag event
Fix model getting stomped whilst dragging it around, for some reason the native free drag code restores from a baseline copy every drag event
Remove the danger from this async code by using a reference to the CMapNode ID instead, can refactor this further but it's much less shit now
Early out if the cloud assets already has the package, don't bother with any unnecessary remote fetching. Refactor and comment.
Add Install to context menu of a packaged asset, have already found myself wanting this
Icon indicators for installed cloud packages
Remove bad using
When we're dragging on the map view with Qt, start a QTimer to run tool frames manually. This makes dragging packaged assets able to async properly since we can run our main thread synccontext and dirtied map nodes will actually re-render.
Revert "Move ManifestMount to Sandbox.Engine"
This reverts commit c1cbe1e2c3ce181ddde6f9633fe1861c04576bbf.
Set the bounding box based on package metadata so you know how big the model is while it's still downloading - I think this metadata probably belongs in the Qt drop data
Use AssetSystem.InstallAsync when dropping a package on the map, delete all the old bullshit ManifestMount around here
No need for CResourceCompilerMap::MountMapTransientAssets now, asset system mounts cloud automatically
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.
Save distinct Asset.Package idents of referenced assets on map save into the Asset.Meta, and make sure they are installed on map load
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }`
Move ManifestMount to Sandbox.Engine
Static ToolRender class uses the current CToolRenderContext context
Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously
Create a remote asset manifest within a map doc, save/load remote assets used within the map
Simplify mapdoc remote asset manifest, no need for all these C++ bindings
ResourceCompilerMap: parse the remote asset manifest and symlink mount any transient assets just before `CResourceCompilerMap::CollectMapDependencies`
ResourceCompilerMap: Put the transient asset manifest in the .vpk - this will serve two purposes: publishing should mount before collecitng dependencies of the map, when loading the map locally we need to fetch/mount these transient assets
Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up
Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest
Small cleanup in compilemap, it's okay not to have a .meta file, remove some debug logs
Get the debug download text working again, use static dirtying this time so its safer / easier
Fix null ref on new maps
Hammer: Fix Qt already has layout console spew with CQStylizedGroupBoxControllable
Fix null ref on new maps
Get the debug download text working again, use static dirtying this time so its safer / easier
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }`
Move ManifestMount to Sandbox.Engine
Static ToolRender class uses the current CToolRenderContext context
Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously
Create a remote asset manifest within a map doc, save/load remote assets used within the map
Simplify mapdoc remote asset manifest, no need for all these C++ bindings
ResourceCompilerMap: parse the remote asset manifest and symlink mount any transient assets just before `CResourceCompilerMap::CollectMapDependencies`
ResourceCompilerMap: Put the transient asset manifest in the .vpk - this will serve two purposes: publishing should mount before collecitng dependencies of the map, when loading the map locally we need to fetch/mount these transient assets
Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up
Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest
Fuck around a bit with mounting transient assets before collecting assets for publishing, doesn't work properly unless the assets are registered with the asset system and that doesn't like symlinks.. yet
Small cleanup in compilemap, it's okay not to have a .meta file, remove some debug logs
Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up
Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest
Fuck around a bit with mounting transient assets before collecting assets for publishing, doesn't work properly unless the assets are registered with the asset system and that doesn't like symlinks.. yet
Simplify mapdoc remote asset manifest, no need for all these C++ bindings
ResourceCompilerMap: parse the remote asset manifest and symlink mount any transient assets just before `CResourceCompilerMap::CollectMapDependencies`
ResourceCompilerMap: Put the transient asset manifest in the .vpk - this will serve two purposes: publishing should mount before collecitng dependencies of the map, when loading the map locally we need to fetch/mount these transient assets
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }`
Move ManifestMount to Sandbox.Engine
Static ToolRender class uses the current CToolRenderContext context
Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously
Create a remote asset manifest within a map doc, save/load remote assets used within the map
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }`
Move ManifestMount to Sandbox.Engine
Static ToolRender class uses the current CToolRenderContext context
Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously
Create a remote asset manifest within a map doc, save/load remote assets used within the map
Get free dragging working from C# using the native stuff for it that does loads of shit. Tidy up lots of redundant parameters since we pass the CMapView now
Make static ToolRender class that uses the current CToolRenderContext - only called from Hammer MapView atm
Hook up some quick and dirty progress indicators for cloud models in hammer. Fair bit of shit code, but I want to get the flow good first
https://files.facepunch.com/matt/1b1711b1/sbox_baEO6vIdim.mp4
Process queue for SyncContext.MainThread in ManagedTools.RunFrame() - the frame is ran manually when QtDrag blocks, so lets make sure we can still do async tasks on the main thread
Now we can load cloud models whilst we're dragging them around
Add remote asset.party location to asset browser, fill it with model query
Add drag data to Package in AssetList: e.g package://matt.box
Add managed handler for Hammer map view drag drop events
ManifestMount from Sandbox.Game -> Sandbox.Engine
Bare bones dragging asset.party models into Hammer
https://files.facepunch.com/matt/1b0611b1/sbox_5qCyTB85LC.mp4
Tidy up map view drag/drop targets in C#, interop more MapDoc so we can create an empty model and asynchronously set it's asset from the package fetch.
There's still some messy code here, I think I need to figure out how to do handles for map nodes before this becomes a sprawling mess.
And the async method is getting blocked on the main thread once dragging.. but a background thread is going to crash it.
Paginate asset.party assets in browser so we see all of them
Make our package drag data in the format "https://asset.party/facepunch/boomerjumppad" we could easily extend this code to let you grab these assets straight from the website then
Delete dota healthbar SFM code that plagued the IToolService and ISource2Engine
Tidy up map view drag/drop targets in C#, interop more MapDoc so we can create an empty model and asynchronously set it's asset from the package fetch.
There's still some messy code here, I think I need to figure out how to do handles for map nodes before this becomes a sprawling mess.
And the async method is getting blocked on the main thread once dragging.. but a background thread is going to crash it.
Paginate asset.party assets in browser so we see all of them
Make our package drag data in the format "https://asset.party/facepunch/boomerjumppad" we could easily extend this code to let you grab these assets straight from the website then
Add remote asset.party location to asset browser, fill it with model query
Add drag data to Package in AssetList: e.g package://matt.box
Add managed handler for Hammer map view drag drop events
ManifestMount from Sandbox.Game -> Sandbox.Engine
Bare bones dragging asset.party models into Hammer
https://files.facepunch.com/matt/1b0611b1/sbox_5qCyTB85LC.mp4