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17,366 Commits over 1,338 Days - 0.54cph!

2 Years Ago
Animation style properties (unimplemented)
2 Years Ago
Style keyframe parser
2 Years Ago
Fixed client not knowing particle names
2 Years Ago
Simplify switching to local api
2 Years Ago
Icon showing updated within last day
2 Years Ago
Package Updated/Created is DateTimeOffset
2 Years Ago
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
2 Years Ago
SceneSystem - ignore objects with invalid bounds if it ain't in this spawn group, how can it be in the pvs? Fast return if setting model but model didn't change Fix menu exception when gameicon doesn't have info yet ContainsInterpolationVarsForPhase return false if rendering
2 Years Ago
Upgrade "Use IDictionary<{1}, {2}> instead of Dictionary<{1}, {2}>" to an error instead of a warning Ignore ResetLatched in IV_PHASE_RENDERING Populate main menu screen with trending games
2 Years Ago
Fix StartLobby errors
2 Years Ago
Theme consistency
2 Years Ago
Get rid of Alpha/RenderFX properties from base.fgd in favor of RGBA color properties Removed Hammer inputs/outputs from all engine entities to stop confusion, since they do not work anyway
2 Years Ago
Recompile sbox_glass Remove usage of PropertyAttribute in Decal asset
2 Years Ago
Citizen/unicycle: fixed a couple mistakes
2 Years Ago
Iterate on lighting for new api, split baked and dynamic lighting
2 Years Ago
Citizen/unicycle: updated balance sequences
2 Years Ago
Citizen/unicycle: updated pedaling animations so that feet are always flat relative to pedals
2 Years Ago
Citizen/unicycle: added sequences for fast pedaling and leaning
2 Years Ago
Tools doesn't need its own package query function Force CBasePlayer transmit always Fix NRE when deserializing a dictionary that ends up with a null key
2 Years Ago
Trim core shader code, add pixel.lighting.hlsl
2 Years Ago
Switch to new api urls
2 Years Ago
Citizen: updated unicycle pedaling animation
2 Years Ago
Remove engine break commands code
2 Years Ago
Documentation and other minor code adjustments Prop gibs now inherit material group Delete engine break commands, and replace some useful ones with c# implementations Merge branch 'master' of sbox
2 Years Ago
ModelDoc: Give the user a chance to copy a model into an addon dir if they try to import a model from outside an addon dir
2 Years Ago
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
2 Years Ago
Fix caret position on newline characters Previous fix missed an edge case and did not work with emojis, hope this way isn't shit
2 Years Ago
Fix up/down arrow caret navigation on multiline inputs
2 Years Ago
Fix CheckBox not pulling package meta bool binds
2 Years Ago
Fix map & resource path lists shrinking in addon editor
2 Years Ago
Fix out of range exception
2 Years Ago
Adjust input settings layout to scroll Input settings style tweaks
2 Years Ago
Remake multi select combo box for enum flags in pure C# (needs styling)
2 Years Ago
Add multi select combo box, use it for enum flags in property editor https://files.facepunch.com/layla/1b0511b1/sbox-dev_bxdOgE3sui.png
2 Years Ago
Start work on new base shader, remove old emissive combos
2 Years Ago
Some WIP shit from a while ago on getting editor window up to parity, pushing for @cr4yz
2 Years Ago
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]
2 Years Ago
Street name - two variations of street name sign designs Merge branch 'master' of sbox
2 Years Ago
Animgraph: Hook up num frames, frame rate and duration for clip properties Animgraph: Clip drag drop creates single frame anim node for anims with 1 frame Animgraph: Handle selection changed in anim clip widget
2 Years Ago
PathPlatformEntity properly resets its LocalVelocity Also warp the platform to the first node on spawn, and prevent infinite velocities Move IModelBreakCommand stuff to a separate file ent_fire tells you when it failed to find any entities to fire an input on
2 Years Ago
C# GameData.LoadConfig should be synchronous so Hammer blocks until everything is loaded - actual loading from each dll is still done in parallel though
2 Years Ago
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
2 Years Ago
Animgraph: Add option for default network mode for newly created nodes https://files.facepunch.com/layla/1b0411b1/sbox-dev_jelIpRdlUW.png
2 Years Ago
Fix build errors
2 Years Ago
Animgraph: Add animation clips window to easily drag in animation nodes https://files.facepunch.com/layla/1b0411b1/432432.mp4
2 Years Ago
Actually ship new compiler dll
2 Years Ago
Working test gpu raytracing scene
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
2 Years Ago
read/write files properly you twat Set CGameDataClass parent properly when reading from KV3 load our serialized gamedata here in the map compiler too
2 Years Ago
Begin raytracing, Update dx11 shader compiler