14,461 Commits over 1,614 Days - 0.37cph!
Updated Hammer Block Primitive
You can now enable and disable faces.
New Full Outfit - Medieval Outfit
For the King! Something a bit out-there. We have this nice new full set of clothing, chest armour - chainmail - and leg armour. All integrated and LOD'd. Works with other modular clothing pieces to create some fun results. More feminine outfits around the corner.
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
Trim panel InnerHtml content from labels
Don't recreate Steam Api in dedicated server, so ip and steamid doesn't keep changing
Strip some tv relay stuff
Only show download UI when downloading
reset this shit here because they allocate arrays based on the number of bones, and while they change when the model handle changes, the model handle might not have changed (because it might have just changed from an error to loaded)
On client model download, reload the model
Reallocate CCompositeParentSpaceState if bone count changed
CBodyGameSystem always RegisterToolsResourceListener
Try to deal with broken resource reloads by restoring their old models and clearing the list
Pass opacity to lightmapper for foliage shader
Allow models to have textures in RT bake preview
adding decals and material color variation
Merge branch 'master' of sbox
Citizen: adding a couple more aim matrixes (no left-right yet)
Don't copy texture using shaders on nvidia hardware, isn't needed for video encoding on nvidia and could fix driver bug
Citizen: added a nice aim matrix to standing pistol
Hammer: Fixed particle effects control points resetting to world origin when hidden and then shown
Fixed ent_fire saying it failed when it didn't
Fixed Open()ing an open door that rotates away from player behaving incorrectly
Minor changes
Implement EntityIO matching classes for outputs
Merge branch 'master' of sbox
Replace MapIO with EntityIO where applicable for consistency
Added Entity.ClassName (internal for now) and used it where needed
Reimplemented ent_fire in c#
Add high quality light preview option
Regular: https://files.facepunch.com/ognik/1b0911b1/2022-03-03_28-33-1674ea0f-eecb-4339-b8cc-43c9e6aa8ff0-9UpQLZBP.png
High: https://files.facepunch.com/ognik/1b0911b1/2022-03-03_29-19-ae614fac-8e1d-42ae-a3bb-96aa694b8724-cM6BdVtZ.png
Fixed not precaching all models
traffic cone - compiled to remove unused material
traffic cone - removed edgeloop
traffic cone - adjusted retro reflective material
Merge branch 'master' of sbox
EntityIO API extensions
Renamed internal Sandbox.EntityIO.Output to Sandbox.EntityIO.OutputConnection to avoid confusion
Added Entity.FireInput( string input, Entity activator, object value = null )
Added Entity.AddOutput( string OutputName, string TargetName, string InputName, string OverrideParam = "", float Delay = 0.0f, int TimesToFire = 0, EntityIOTargetType TargetType = EntityIOTargetType.ENTITYNAME_OR_CLASSNAME )
Rename Entity.AddOutput to Entity.AddConnection
Added c# docs
Added EntityTarget struct
Use EntityTarget struct instead of TargetName and TargetType
Make EntityIOTargetType internal
Move BuildTargets logic to EntityTarget struct
Merge branch 'master' into entityio-api
Merge pull request #200 from Facepunch/entityio-api
EntityIO API extensions
Fix warning
Optimize Input.UpdateMouse
Throw an error if map isn't a map
Update steamworks dedicated server binaries
Fix Input
Don't add map models to the precache table
Fix server package adding to stringpool table
Fix Package network table not being set up
Fix EntityList NRE
Ignore Package is listen server client
Don't apply fog strength on alpha
Managed fog
Squash
Finish rebase
Fix intellisense for native rendertools
Cleaned up - not tested in game
Fix Vector3.LerpTo change breaking addons
Fix fog in game
Only copy fog attributes on RenderScene
Remove unused from SceneSystem
Add ManagewdRenderPipeline.SetupWorldViewAttributes
Add callback to allow setting viewattributes for a scene from c#
Comments
Shouldn't need this now
Rebuild text shader cause I stomped it before
Merge pull request #183 from Facepunch/fog
Move env_gradient_fog to managed
Initial support for displaying textures in RT lighting preview for hammer
No displacement or tex parameters yet, coming soon™️
https://files.facepunch.com/ognik/1b0811b1/2022-03-20_12-42-8cfa28ae-0416-4027-b08d-52c9dc9c0af9-etL2SPeV.png
RecordMovie: Use CopyTexture instead of ResolveRenderTargets to see if that fixes driver crash
Traffic Cone - feedback adjustments
Merge branch 'master' of sbox
Added "Clear recent files" button to Hammer/ModelDoc/etc
Include assetpreview in toolframework
Moving asset thumbnail management to c#
Only render model thumbs with transparent background
Thumb async
Crash fix
Rebuild thumbnail on asset change
New Outfit - Tanktop
A nice low-cut Tanktop for summer! All intergrated with LODs.
CreateVrMove avoid crash from out of bounds when controllers not plugged in
Fix warning in cssbox too
Fix implicit truncation warning in UI shaders
Get rid of glsl_compat, don't need it
Get rid of opengl compiler
Remove all VR_CORE defines
Remove damage and health native entity components
Remove multiplayer_animstate
Delete wmpsdk10, not used anywhere
Remove resourcesystemtest (if you get linker errors do a clean build)
Remove physics_stress_test
Remove genericreport_subtool
Remove convarhelper_subtool