branchsbox/refactor_everythingcancel
62 Commits over 0 Days - ∞cph!
Merged new-shader-api
Disabled transform structured buffer by default, will be reenabled soon
Update base.vfx with the base from standard.vfx
Fix regression where entities base properties were getting stomped
Added 'Particle Effect' property to phys_lengthconstraint
No more putting particle system entity inside of the constraint in Hammer.
https://files.facepunch.com/rubat/1b1811b1/AAUUMM6PIy.png
pallet - wip
pallet - tweaks
pallet - blue and red skins
New Clothing Piece! - Leather Gloves
New leather gloves and also some quick changes to the Long white gloves clothing file! So now it's in the glove section in the character menu!
Merge branch 'master' into refactor_everything
Remove IRuntimeAsset
Move IUninheritable to Sandbox.System
Update SteamInput attack actions to match C#
InputButton.Attack1/2 becomes InputButton.PrimaryAttack and InputButton.SecondaryAttack
Delete ambiguous DistinctBy Linq extension, this is in .NET 6 now
Take distinct Hammer entities by their TypeLibrary ClassName instead of Type
Load Hammer entity types from base first always, then distinct by class name
Fix OverrideCompilerIdentifier getting overridden 🙈
Update compile
When uploading game, consolidate dlls so we don't need a base.dll
Check header version when loading assets
Add CreateAsset options for GameResource types
Remove a bunch of unused p4 stuff
Remove a bunch more unused p4 stuff
-AssetTargetGameRoot isn't ever going to be used
Don't store CResourceAssetTypeInfo on ResourceCompilerCentext, just store the data we need (extensions + compiler name)
Pass InitializeCompilerForFilename to c#, expose some of IResourceCompilerContext
Cleanup ManagedResourceCompiler
Restore ModelDoc managed game data stuff
Readd path_generic to Hammer
When we have delicious new game data let Hammer know so it can do the weird stuff it does to refresh all the widgets, helpers, blah blah blah
Fixed non public entity properties not being set on map spawn
Shut this assert up, we're calling it multiple times on purpose
Delete "Reload Game Data" from Hammer, doesn't make sense when everything is hotloaded ( plus it would be a fucking mess to implement for no reason )
Instead of deleting / recreating native CGameDataClass lets replace their data if they already exist - this fixes a bunch of crashes since they're referenced by raw pointer everywhere within native tools code
Fold Sandbox.Decals into DecalSystem
Ignore convar duplicate change callback warning
Cleanup EntityParser some more, use DisplayInfo instead of fucking with attributes ourselves, remove code that was for ModelDoc or Assets
ClassName StringToken cleanup
Ignore setting Model keyvalue - since it should have been handled in engine
MapClass holds it's C# type
Use TypeLibrary.AddAssembly when adding remote game packages from Hammer
Refresh Entity Tool UI after tools.refresh and we've parsed any new map entities
Remove / replace managed Hammer entities on new assemblies so they work all lovely on hotloads
IIconProvider
AnimEntity is AnimatedEntity
Remove references to Func and Point in entity C# class names
Remove BaseTrigger.StartDisabled in favor or already existing Enable property
Replace lone spawnflag from LengthConstraint with a property
Delete unused properties of ParticleSystemEntity
All the 60 control point properties. (5 remain) We need to figure out a better way to handle these
Capitalize public PrecipitationEntity properties
Remove PostProcessingEntity.IsMaster property. It will be split into a separate point entity
Collect [PathNode] types too for Hammer
Small fix to packages of gamedata entities
Reorganise base addon
Delete old reverb track
Remove unnecessary [DefaultValue] attribs
HammerEntity should be HammerEntityAttribute
Fix DisplayInfo setting Group to the IconAttribute value
Remove GameData.ParseAssembly and special cases for Sandbox.Game, let's grab it all with TypeLibrary on tools.refresh
Delete killfeed from base
Remove Crosshair stuff in base (we shouldn't be handling this)
Move Assets/ to Resources/
Remove ScreenShake, CameraModifier (this isn't stuff we should be providing solutions to imo)
Move DecalDefinition to Engine
Rename AssetLibrary
Add ResourceLibrary, Make Resource.Get internal
Move Clothing to engine, create ClothingContainer, Remove Clothing.All
Warn if [Description] attribute used when it could have been automatically applied, fix duplicate instances being applied
GameResource cleanups
Remove duplicate DescriptionAttribute
Move DefaultValue out of Internal
DefaultValue codegen complains if you're using the attribute when you don't need to
Remove Entity.Create<T>() and rename Entity.Create( name ) to Entity.CreateByName( name ) to hint that this isn't the only way to create entities ( you can use new )
Hammer entities become opt-in with [HammerEntity] - most game authors were having to do [Hammer.Skip] on most of their entities so makes sense to invert it
Fix material icons not showing in Hammer's entity tool
Move Hammer namespace to SandboxEditor
Make Input.VR.Left/RightHand.ButtonA/B.WasPressed work within Simulate ( before this only worked clientside in FrameSimulate )
Hammer.Skip to HideInEditor, Hammer.SkipProperty to Hammer.HideProperty
Rename IsNearlyEqual to AlmostEqual
Add providers to PropertyAttribute
Move Hammer.MinMax to MinMax
Delete MaterialIcon
Remove LibraryAttribute.Alias - Add [Alias]
Fix all those icons
Fix DebugOverlay.Sphere order in ExplosionEntity
Fix ModelExtension
DebugOverlay.Text and ScreenText consistency
Make first arguments of every Text overload to be ( text, pos, ...
Make first arguments of every ScreenText overload to be ( text, ...
Delete IAsset
Delete Global.Lobby
TypeLibrary expose TypeDescription
Move DisplayInfo to Sandbox.Reflection
Switch depthTest and duration arguments on DebugOverlay.Sphere and Circle
Consistency with other methods - depthTest being last as it's the least useful