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17,379 Commits over 1,338 Days - 0.54cph!

2 Years Ago
Fixed low contrast tooltips in Hammer and elsewhere Also gave tooltips a dark background to match the rest of the UI
2 Years Ago
IL verification and tests Access rules are built into the dll Fix menu double GameAssemblyManager.Init Allow menu to whitelist Sandbox.Menu access
2 Years Ago
Delete GameData.LoadEngineEntities
2 Years Ago
Hide worldspawn from Hammer's entity tool Fixed Engine C# entities appearing twice in Hammer
2 Years Ago
PrecipitationEntity deletes its particles on removal
2 Years Ago
Fix [Hammer.DoorHelper] using the wrong editor helper
2 Years Ago
Fixes to Dress skinning and smaller adjustments
2 Years Ago
Undo render device placeholders, introduce dx12 rendering thread
2 Years Ago
Also pass GD class metadata to map compiler
2 Years Ago
Capture input device with SDL and add example tool that can start recording voice and save to WAV file
2 Years Ago
2 Years Ago
Compiler reference System.Net.Sockets.dll - not whitelisted, useful for tool addons though
2 Years Ago
Fix crash when launching game with no audio devices
2 Years Ago
Add Ceiridge.001 AC test Another check for unsafe code
2 Years Ago
Regular & Async compute command lists, fix cbuf creation & uploading data
2 Years Ago
Switch from an empty context to an empty dx12 context
2 Years Ago
Move AccessControl to its own assembly Move access control tests to own assembly Merge branch 'master' of sbox
2 Years Ago
Read GameClass Helpers from KV3 ( fixes them not being in resourcecompiler and weird shit like lighting breaking because of it )
2 Years Ago
Store old value / new value lists as members to save allocations and only process these lists if the networked list has a callback Merge branch 'master' of github.com:Facepunch/sbox
2 Years Ago
New Hair - Curly Long Red Wavy Hair, planning to make a few adjustments.
2 Years Ago
Fix mistake in BakeAmbientOcclusionAttribute
2 Years Ago
Initial support for cbuffers, actually use our referenced sdk
2 Years Ago
Adjust sensitivity slider's range and format
2 Years Ago
Ensure callbacks for networked lists pass a list containing its old values, and a list containing its new
2 Years Ago
Road signs - lod updates and lods for folding construction sign Merge branch 'master' of sbox
2 Years Ago
More build errors
2 Years Ago
Fix build errors
2 Years Ago
Remove all voice code (we handle this) Remove takedamageinfo (causing problems on build server)
2 Years Ago
Remove fgd unit test. Remove a bunch of legacy C++ entities (func_breakable, func_lod, func_ladder, func_dustmotes, func_dustcloud)
2 Years Ago
populate caps
2 Years Ago
Call managed PostLoadMap just before the Hammer world is loaded, load our remote packages (if any) there
2 Years Ago
Fix NRE in DebugBits Add a place in engine to grab Sandbox.Game.dll for reflection access EngineGlue to load json from jsonasset Create Sandbox.Utility.JsonAsset for loading JsonAssets Add game assembly to tool's GAM Use EngineLoop.GameAssembly in LoadEngineEntities() Add Asset.TryLoadObject (I don't love this) Add PropertySheet for asset type to inspector (not saving or anything right now)
2 Years Ago
Add a couple of links in the Help menu to the wiki and issue tracker
2 Years Ago
Oops
2 Years Ago
Add hammer input for shatter glass reset
2 Years Ago
Don't presettle prop physics that have Static set ( same behaviour HLX would do with Motion Disabled spawnflag )
2 Years Ago
Create device context & rendersystem todo, remove this later
2 Years Ago
Make sure base addon is always compiled in tools mode even with no local addons - fixes base entities not showing in Hammer
2 Years Ago
road signs - lods for signs and clips
2 Years Ago
road signs - adjustable street name sign fixed tiling Merge branch 'master' of sbox
2 Years Ago
Fix Hammer gradient fog preview, managed gamedata classes are checked for globals now
2 Years Ago
Dress modeldoc and textures setup Outfit piece file setup for further skinning Merge branch 'master' of sbox
2 Years Ago
Fix crash when loading a map with entities from a remote package
2 Years Ago
Fix error creating lobby when gamemode's maplist is not null but empty
2 Years Ago
Fix help descriptions not showing on entity properties, also give each map class a help context related to their dll Fix base properties (targetname, tags, etc.) not using proper prop type
2 Years Ago
BaseTrigger.ActivationTags properly sets it's default value to "player", give base Player a "player" tag.
2 Years Ago
Invalidate Hammer map entities data when a remote package is loaded
2 Years Ago
GameData (.fgd) is now managed, game entities are now loaded at runtime from their type information instead of from .fgd files. This also runs both ways and let's us access all GameData from C#. * Packages you use in your map get saved ( e.g facepunch.dm98, valve.cstrike ) and fetched on map load * Map compiler doesn't try to load fgds anymore, replace it with a KV3 provided by Hammer -> ResourceCompiler. * Map classes can be loaded directly from a LocalAddon or a RemoteP * Remove .fgds of anything that is a managed entity, also remove legacy syntax so we can remove shit loads of code. * Obsolete [Spawnflags] they're confusing for everyone, use a properly named enum with [Flags] on instead. ( Enums with [Flags] also work now, no more FGDType("bitflags") required. If fgd files fail to load, don't fuck managed game data for it.
2 Years Ago
GameData (.fgd) is now managed, game entities are now loaded at runtime from their type information instead of from .fgd files. This also runs both ways and let's us access all GameData from C#. * Managed classes for GameData, can be loaded directly from LocalAddon or RemotePackage. * Map compiler doesn't load .fgds, make Hammer serialize g_pGameData to KV3 and load it in the map compiler * Clean up native GameData code (fgdlib) making it a shit load less confusing to work with, name globals, classes, vars.. properly, delete legacy code, document stuff etc. * Copy native GameData (loaded from core .fgd) back to C# GameData for usage in tools addon * [Hammer] attributes rewritten to not use StringBuilder, pass dictionary / list references and fill those up, obsolete the old tihngs * Remove FGDWriter for game entities, no longer need to serialize it every game start * Remove .fgds of anything that has a managed type, remove legacy syntax on remaining .fgd files (use KV3 so we can remove a lot of code) Give all entities nice [Display, Category, Icon] attributes Glue Hammer Entity tool UI to C#, can use entities for games straight from here, searchable, show what game it's from etc. needs a bit more work to not look shit though Enum properties create and populate their backing native GDIVItemSet New: Enums marked with [Flags] now get treated as flags properly in Hammer now Restore Hammer.CustomHeaderAttribute but obsolete it so it doesn't break older addons C# GameData.LoadConfig should be synchronous so Hammer blocks until everything is loaded - actual loading from each dll is still done in parallel though Obsolete [Spawnflags] it's confusing for mappers and hacky to implement - you should use a property of an enum with [Flags] on it Removed Spawnflags from BaseTrigger, the only flags that did anything were Clients|Everything - everything should just work with tags instead. FuncPhysbox spawnflags turned into a flags enum property instead (old maps will still work just fine) Get rid of FGDType( "flags" ) usages, we just derive this automatically now from [System.Flags] Sandbox.Tools gets addons compiled from Sandbox.Engine - Hammer uses these instead of recompiling them itself plus they're avaliable for other tools to reflect on too In Tools mode add all LocalAddon games to ServerAddons to compile as game opens save package idents in vmap ( e.g facepunch.dm98, valve.cstrike ) from used map entities, download these pkgs on map load if missing locally bitflags Update game selector dialog to use Package.Query API Delete game entities .fgd so you're not accidentally keeping it around for no reason Fix hotload crashes when Hammer isn't open Fix a couple more crashes with hotloading in tools Iterate map nodes on save properly so it catches entities in subworlds (prefabs, tilesets) Remove Spawnflags shit from FgdWriter Reload .FGD Files -> Reload Game Data (probably not needed since we hotload, delete after we port all native ents) Don't obsolete these, they're used by modeldoc fgd still Entity tool: default to prefer class names for now, probably sex up this tool a fair lot more Hotload game entities in Hammer fuck sake actually load the game variable type from KV3 Implement GDIVItemSet::ReadFromKV3 so the map compiler knows default values Don't block engine bootstrap with compile task
2 Years Ago
Add shading methods, cleanup api