14,461 Commits over 1,614 Days - 0.37cph!
Added ModelDoc.Line/EditorWidget/HandPose attributes
Save sound loop setting in *.encoding.txt so it's not reset on recompiles
Apply lock on AllAttributes in Library.GetType just like other Library.Get methods
try-catch ModelBreakCommand execution
Added PropGib entity which is spawned as gibs instead of Prop, and carries some extra data
Implemented (and moved to managed) break_create_joint_revolute model break command
ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4
ModelDoc: Rotate viewmodel camera with model rotation
Fixed ModelDoc mesh import filter not hiding duplicate counter labels when filtering
Citizen/animgraph: updated landing
Citizen/animgraph: airborne side selector
(During the post-jumping airborne state, the legs will now match the weapon pose; that is to say, which leg should be forward, if either. This is implemented thanks to Tags on Single Frame nodes)
Add splitting and physics to experimental voxel surface
adding hotspot material/textures, attach rope particles, prefabs
Merge branch 'master' of sbox
Break glass on touch if the panel is broken, allows players to move through it easier
Fixed stack overflow when deleting models with lots of models of models
Fix Event.Hotload not calling on the server, fixes network tables not updating on hotload and probably other shit
Fixed blendable materials not getting their 'Blend Material` tag
Existing materials will need to be recompiled for this to take effect
Don't try to break glass that's already broken
info_particle_system fixes
Fixed not working in skybox
Fixed the particle not being attached to the entity itself correctly
Added 'Snapshot File' property
Fixed it not sending itself to clients always
Fixed it not showing its particle path in Entity Report in Hammer
Fixed Hammer showing custom ModelDoc nodes as entities
FGDWriter reads XML correctly for properties
func_shatterglass additions & changes
Added support for parenting in Hammer
Added Break input
Added OnBreak output
Replaced "Is in a frame" property with a "contraint" property - has 1 extra selection for physics glass that starts asleep
Fix light_environment's sky lighting keyvalues not being setup correctly
Animgraph: Add support for tags on single frame anim nodes (needs testing)
Citizen/animgraph: updated jump anim and airborne poses+blends
Removed debug output from FGDWriter
Make Hammer.EntityTool Attribute not inherited
Moved light_environment to engine.fgd (is now auto generated)
fade distances and range properties were not moved as they appear to do nothing and make no sense on that entity anyway.
Restore light_environment's description in Hammer
Restore and make obsolete PointLightEntity.LightCookie
Added Hammer.SkipProperty attribute
Allows properties of parent classes to be hidden in the FGD
light_omni, light_ortho and light_spot are now auto generated into engine.fgd
Support vector2 types properly in fgd and tools
Texture and Rotation support for custom Hammer properties
Prevent stack overflows in FGDWriter
Don't write read only properties, and don't write properties whose type is same as the parent class type
Vector2 can load from object in a JSON
Satellite dish - added lods for whole dish and rounded lod0 edge on dish
street cabinet 3 - material adjustments
Street cabinets - revised street cabinet 1 2 and 3
Merge branch 'master' of sbox
EditorModelAttribute can do different color tint when the entity is dynamic (for lights)
Added Hammer.CanBeClientsideOnlyAttribute
Added 2 internal Hammer helper attributes
Citizen/animgraph: updated Jump anim
Give Logger object overloads
Trace.Box + Trace.Sphere + Trace.Capsule (#107)
Fix compile warning with SoundEvent asset type
Log is now a Logger on GlobalNamespace, automatically named per Host
Fix tools startup failing if temp/valve doesn't exist
updated construct / mat/ textures
Make sure we update our GameAssembly hash on initial load, fixes all networking errors
Make non public and inherited methods register for events again
Update version for vswhere
FGDWriter considers writes doubles as floats
Squashed commit of the following:
commit 0d8231146a6d7305779ec3f75e7213eef850295f
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Tue Nov 16 17:08:29 2021 +0000
Fix Project Gen
commit c6747ca8899af7fb75757dcc0d30d5e5f1b64047
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Tue Nov 16 17:06:32 2021 +0000
Use static globals for DebugOverlay and Global - that way people can create extensions for them
commit 8c266821ecb804090d6e617056ab3a71d40c9d45
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Tue Nov 16 17:02:33 2021 +0000
Update compiler to c#10
commit 6b509e50292691ff3d38152e4786d2d1461a3144
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Tue Nov 16 16:07:21 2021 +0000
Move OverlapResult to engine
commit 9befe54017b3655dc55f35ad891a23b451dd9489
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Tue Nov 16 16:06:11 2021 +0000
Refector ClientContext to ClientDll etc
commit 8f3eb2f98890155a095b2b7e27ec4c833a447df6
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Tue Nov 16 15:35:29 2021 +0000
Cleanup
commit cd014e76bad69f68ae1b1a7aa11370b7d698bdad
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Tue Nov 16 15:17:49 2021 +0000
Sandbox.Server - refactoring
commit 1d73f9981ace75ad53b4067edc11ad9f959110a2
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Mon Nov 15 16:00:23 2021 +0000
Add Sandbox.Client.dll, remove LoopEvent
commit 6a6d1427b5294f2a0a4b8f5e7c1ef6670d4727f2
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Mon Nov 15 15:11:30 2021 +0000
Added Sandbox.Menu.dll
commit 86d44a2a91276fce2c0d95db880ee423464c2172
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Mon Nov 15 13:48:31 2021 +0000
Tool addons hotload, reference Sandbox.Tools
commit 85a77e7ee0c79294a89694c9db1a9416d5f3e99c
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Mon Nov 15 13:21:22 2021 +0000
Tool addon solution generator
commit 7671975988512e1d68432110892b54bb4c07b408
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Mon Nov 15 12:36:56 2021 +0000
Refactor events into Sandbox.Events
commit bc447619c147da5b600c911f24c5cecfd40b8950
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Mon Nov 15 11:04:57 2021 +0000
Move HotloadManager to a class so it can be used by tools.dll
commit 5d361113ae107826f0744d5f852a99d0de72c2ab
Author: Garry Newman <garrynewman@users.noreply.github.com>
Date: Mon Nov 15 11:04:15 2021 +0000
Beef out tools dll, started tools addons, moved toolsmode folder cleanup to managed (fix startup taking ages)
Interop fixes
Fix up func_shatterglass Hammer properties
Rename first arg of PropertyAttribute's constructors to mention the name is internal
(Also updated the XML comments to reflect this more clearly.
Property attribute uses C# variable name to autogenerate Title, not the internal name
string.ToTitleCase() handles numbers
Update base.fgd
Make SphereAttribute( string ) not ambigious
ResourceTypeAttribute vsnap
Delete breakable_door_model node
Delete Model.GetBreakParicle
write FGD structs for modeldoc only once
FGDWriter can write ModelBreakCommand to modeldoc fgd
Added Library.GetType( string )
Added Model.GetBreakCommands
Breakables class runs BreakCommands, added ModelBreakParticle break command
Cache break command data
Match JSONOptions between Breakables.ApplyBreakCommands and Model.GetData
IBreakCommand => IModelBreakCommand
Update FgdWriter.cs
FGDWriter better handles nullables
DefaultValue generator handles int/float nullables
Merge branch 'master' into modelbreakcommand
ModelDoc does not write GenericGameData fields that are at default value
This is to make nullables in C# modeldoc structs happen
Use nullable ints in ModelBreakParticle command
Update base_modeldata.fgd
Merge pull request #91 from Facepunch/modelbreakcommand
ModelBreakCommand for FGDWriter