20,763 Commits over 1,522 Days - 0.57cph!
Simple solver for default connection offsets
https://files.facepunch.com/ziks/2024-10-15/sbox-dev_x2R1XluVOZ.mp4
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
Left this opacity low by mistake
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
Left this opacity low by mistake
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Second pass at grid-aligned connection style
https://files.facepunch.com/ziks/2024-10-15/sbox-dev_635BI3Qt2h.png
Static props set model collider to static
Unhide static property on mesh component (should we force mesh components to always be static?)
Disable kinematic rigidbody being a shadow controller
Add Editor.NodeEditor.ConnectionStyle
Tweak is null / not null nodes to test for IValid
Clamp mixer volume to 0,1
Add readonly Mass property to Rigidbody, some parented props are calculating wrong mass so it helps to know what mass a rigidbody is
Fix offset child model colliders constantly rebuilding, check if their target local has changed instead
Fix action graphs from maps not caching correctly
Only OpenContainingResource if not already open
Implement setting HammerSceneEditorSession.HasUnsavedChanges
Update texture formats and remove unused code
[pick] Add Motion.hlsl for motion vectors
Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer
Add def for CMapNode.GetRootDocument()
ActionGraph source location refactor
Add MapSourceLocation, fix editing action graphs in .vmap files
Check for MapSourceLocation in ActionGraphView
Open source map when inspecting graph from .vmap
Parent action graph editor to hammer window if editing map graph
Push AG serialization options when saving map game object
Makes sure we replace any cached versions of graphs
Push AG serialization options when saving map game object
Makes sure we replace any cached versions of graphs
Add GameObjectFlags.Absolute, ignores the parent transform. Basically, position: absolute for gameobjects
Parent action graph editor to hammer window if editing map graph
Check for MapSourceLocation in ActionGraphView
Add def for CMapNode.GetRootDocument()
ActionGraph source location refactor
Add MapSourceLocation, fix editing action graphs in .vmap files
Left this opacity low by mistake
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
Run-DedicatedServer will load garry.scenemap instead of empty map / minimal for Walker
Fix capsule collider update not using scale
Fix adding transformed RnHull, just make a new hull, we were transforming the serialized rubikon hull which is very bad!
Scale hull collider points with world scale
Fix capsule collider not using world uniform scale when it probably should
Rigidbody with motion disabled uses shadow controller because it's kinematic
Return joint desc limits in degrees because who wants to deal with radians
Make SetBoneTransform and ClearPhysicsBones because I need them
Remove mock GameObject/Prefab code from managed MapEntity
Add CMapGameObject map node with managed counter part that wraps a GameObject
Hammer world's Scene uses HammerSceneEditorSession
Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now
Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos
Hammer: Create GameObject Test option
More explicit HammerEvents
Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values
And the managed side
Serialize/deserialize CMapGameObject
CMapGameObject::GeneratesEntityModelGeometry()
Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader
Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up)
MapWorld.Scene sets a Scene.Source in an attempt to make AG happy
Tie Meshes to GameObject button
Fix crash in CDMXLoader::LoadMesh when there's no position attribute.. unsure why, the offending models need to be looked at
Support HideAttribute on enum control widget entries
Add points primitive type to hull collider for the situations when you want a custom hull collider defined by points
Add attachment mode to ball joint, same as hinge
Fix crash getting joint desc limits, interop hates this for some reason
Implement CastBodyMultiple for trace body run all
Fix Trace.Body not using start rotation
Initial
Assets have colors
Preview tweaks
Search widget
Asset popup, will turn this into something more tooltip-oriented later
Split left / split right
Chips from tags
Tweak styling, move current project to top of asset locations list
Implement chip tag filtering
Initial cloud browser, separate from asset browser
Initial tabbed asset picker w/ both local and cloud assets
Asset type picker
Renames, deletes, duplicates handled by IAssetListEntry
Clean up
Implement `t:vmdl`/`t:vmat`/etc. and filters
Implement Everything & Recents
Cloud browser uses facets to select type - hide picker on search bar
Fix warnings
Cloud browser uses facets to select type - hide picker on search bar
Add Verbose Hotload Logging option under Help
https://files.facepunch.com/ziks/2024-10-11/sbox-dev_AHgWLtzQtX.png
New package type
We no longer use the PackageType enum - because it's too rigid. Package types are all lowercase string comparisons now.
Asset package type doesn't exist anymore
Update service api
Use new apis, partial obsolete old PackageType enum
Fix obsoletes
Update physics shape material properties on surface reload
Remove vsurf resource, we use surface game resource for this
0,1 range on Collider.Friction
Make sure collider friction is set back to surface friction when custom friction is disabled
Remove old SDF functions entirely (byebye)
Iterate GTAO, works almost perfectly ingame, add noise function to it