16,846 Commits over 1,277 Days - 0.55cph!
Remove unused RecompileMenu
TypeLibrary.SetProperty will convert to string if passed object isn't a string
Add Panel.OnParametersSet - which is called after all template parameters have been set/changed
Remove unused UI2/Data Sources
Remove CompileTarget from vfx, we always compile for the shader models we want to target
Remove vfx targets we'd never ever support, remove fallback table, deprecate d3d9 registers from shader
Nicely unserialize shader features
Remove VMPI stuff from vfxcompile
Print memory in decimals for verbose shader compiling
Simple color picker for color properties
Scrap trying to do managed cubemap entities, no real benefit
Reload env map texture resource, needed because buildcubemaps may have updated it
Build in game cubemaps by searching entity key values instead of game entities
Fix crash trying to run buildcubemaps when not in game
No longer need env_cubemap_box
Destroy cubemap object when entity is destroyed
Support cubemap handshake, this is needed for static objects to find their cubemap
Fix typelibrary trying to replace an assembly with itself
Hook up the CMapView's CToolCamera so we can have the camera pos/angles and able to build rays from 2d coords
Hammer traces return their hit MapNode by managed handle so can do `if ( tr.MapNode is MapMesh mesh )` now
Add MapMesh.SetMaterial( Material )
Real simple drag handler for material packages - this code is all getting shit though time to rip it up
Refactored map view drop targets into an interface with attributes: `[CanDrop( Package.Type.Model )] class ModelDropTarget : IMapViewDropTarget`
Once I wrap CMapView I'll make this public and make it work with standard AssetType too, so you'd be able to create custom drop targets for your game resources.
When compiling packed assembly don't use absolute source paths
Obsolete ResourcePaths
Add Tags to addonconfig
Move content and generic addon setup to addon settings
Don't use freetype in editor
Remove D_TEXT_BACKGROUND_IMAGE
Cleanup & some parser error awareness
Fix multiple addon uploading errors
Readd single string constructor for TagAttribute
Documentation pass
VertexBuffer index methods throw if buffer is not indexed
Obsolete TextureArrayBuilder
Added test for adding properties with default values
Code-first typed leaderboards, support for creation / writing / reading
Read leaderboard type info from local addon assemblies in tools
Display custom leaderboard types in the menu
https://files.facepunch.com/ziks/1b2011b1/sbox-dev_xm1fXA5ej8.png
Fixed leaderboard details having too much padding
Support for marking entries as deleted in the backend
Refactor to nest leaderboard attributes etc in the Leaderboard struct
Built-in support for periodic leaderboards (daily / weekly / monthly)
More refactoring
* Leaderboard has too many fields to justify being a struct anymore
* Nested Leaderboard.Update and Leaderboard.Entry
* Leaderboard<T> can inherit from Leaderboard now, much less repetition
Leaderboard API documentation
Finish merging in Histograms
Compile gamemode before extensions
Better errors when we can't find the package reference
Switch packaged assembly path
Change how compiler multiple paths works so we don't get stomping
Documentation pass
Hides Prop.weldParent, Prop.childrenProps and Prop.clonedShapes
TagAttribute can now accept multiple tags at the same time
Summary for bake resource attribute
Forgot to calculate radiance SH
Skip loading/transporting "base" addon when using a packaged gamemode
Add Hotload.AssemblyResolver, warn if not assigned when needed
Set HotloadManager.AssemblyResolver for client / menu / server
Remove CollectAssemblies
Fix game addons not hotloading
Only actually compile a compiler if it needs it
CompileGroup.BuildAsync can just return a bool
Allow compilers to reference themselves, passively ignore
Add addon compiler settings references
Packaged addon complain if missing assembly, make available to compilegroup
Gamemodes also provide themselves as the base addon
Fix extensions not loading second time around
Give packaged assemblies the first priority - because they might be mocking as base
Extension compile referencing package gamemode end to end unit test
Support cubemap array index
Fixed some histograms being offset horizontally
Only show histogram markers that are in range
Implement env_cubemap as C# entity
Add BakeResource attribute
Cleanup more stuff, remove all dependency of mod path from vfx, comment out all VCS Load/Save code paths
Fix double filesystem dispose with addon config
Closes #498
Small cleanup
Update Topten.RichTextKit.dll
Split Hammer save/load logic into different file and document all the internals so anyone other than me can know what the fuck is going on
Make Trace work against MapWorld
Support for closest-corner, farthest-corner, .., and radial offset
Move light probe debug grid out of base light probe volume
Remove default env map shit, unused nonsense
Remove envmap constants, unused
Remove envmap depth texture
Remove more useless shit
unfuck block tool to work with handles
Fixed Resources not loading when networked from server
Fixes shatter glass being invisible for clients who are not the host
Change some skybox textures back to cube instead of cubearray, skyboxes actually do need them to be cube type
Remove cubemap array shit, we never actually use this
Refactor & documentation on MapNode classes, make sure it all makes sense
Move these Hammer tools into their own folder
Simple test window for playing with the hierarchy of MapNode from addon layer
Updated all surface assets
Added grass surface & footsteps
Add description attributes to Surface asset for the editor
Make "clear" option available for "Unknown asset" in AssetProperty editor
Fixed "Collection has a fixed size" error when trying to remove items from an array in an asset
Unit test for package dll dependants
Clean MetadataReference collection
More clean up
Calculate lod level clamps to max lod level of model
ModelDoc: Clean up code for new morph frame compiling now that we know it works
Merge branch 'master' into custom-client-input
ModelDoc: Clean up code for new morph frame compiling now that we know it works
Move GetManagedHandle to common header to avoid ambiguity of when it's defined in interop and to avoid redefinition link errors
Calculate lod level clamps to max lod level of model