22,418 Commits over 1,614 Days - 0.58cph!
Only allow cloud assets in AssetPicker called from native if the context asset is a vmap since that's the only format we currently save cloud asset information to
Fix some warnings
It's totally possible that the reference cleaning method will throw an exception, so just handle it
Wrap more user code in #line pragmas
Ref/Event generation tests
Strip typeparam
Remove RazorExtension
Remove a bunch of RazorProject stuff we'll never use
Strip @inject
Do @ref manually - strip out the nest of bullshit
Add IsValueType to TypeDescription
sbox-issues/issues/2370
Remove nullable from AssetList icon, fixed an error I was getting on editor launch
Re-enabled translucent screenspace effects
Color picker style improvements & layout tweaks
Fix hue slider being slightly larger
Fixed an assert in ModelDoc rotation gizmo
sbox-issues/issues/2135
npcclip/navclip/playerclip affect nav mesh in Hammer
Add ActiveChildInput and ensure children get added to Inventory on ClientSpawn so they match
Save raw data inside our vfx_c container
Unserialize from vfx_c
Unserialize combo properly too
Some more cleanup, get base shaders in, let's compile the rest of the shaders now
Remove debug
Panel/Component support (treat an element as a Panel if it starts with a cap)
Fixed build not passing databind tests
Fixed a bug with DataBind and integers
Fixes sbox-issues/issues/2119
Added property editors for double and decimal types
Write -1 if entity is null
Editing float properties shows & works with full precision
https://files.facepunch.com/rubat/1b1311b1/sbox-dev_2A2G1luuKQ.mp4
Some additional documentation
Move MimicBot to base addon
Remove redundant inputs. Reverse yaw for bots
Let's try it again and decimate from the top to bottom rather than rebuilding it from bottom to top, serialize multiple VCS programs in KV3 as is and we build from that
Simplify markup process
Panel.SiblingIndex is now 0 based
Razor SiblingOrder tests
Some extra docs + rename PawnInput to ClientInput
Native can focus on an initial asset in the AssetPicker
Pass down a title / settings key from native to asset picker
Can filter by multiple asset types
Remove unused
Add option for razor source to write to disk
In unit test only generate code if $BuildingForLiveUnitTesting is not true 😓
Support @ref=
Documentation pass for SceneWorld and related classes
Obsolete non implemented methods of SceneSkyBox
Zero out native pointer of SceneWorld in its Delete() method
Fixing up TextureBuilder documentation
Rearrange texture builder methods
Added test for adding properties with default values
Support for log value histograms
https://files.facepunch.com/ziks/2022-10-10/sbox-dev_YnroiYzjt5.png
Make Asset.TryLoadGameResource<T> work on compiled assets w/o source files by implementing in EngineGlue::LoadJsonAsset for compiled files
Delete unused/non functioning fog override convars
Delete fog properties from sky_camera - they do not work
Add Widget.OnKeyRelease
nullptr checks for Hammer.ActiveMap
MapEntity / MapMesh constructors will default to active map doc if not specified
MapView wraps CMapView so we can use it in addon space
Add `[CanDrop( string AssetFileExtension )]` that support `IMapViewDropTarget.DragEnter( Asset ... )`, make it all accessible to addon space
Move MaterialDropTarget to addon space
Hammer: Add SoundDropTarget - creates snd_event_point for .sound assets
Merge branch 'master' into custom-client-input
Pass down m_StartingViewType to our AssetPicker so native can decide if list / grid is better
Citizen/clothing: hawaiian shirt updates (neck seam fix + LODs)
Fixed codegen errors with string.Empty default values
Sandbox.Json respects JsonPropertyNameAttribute
Lets also commit my game breaking test code
Call EntityManager & UISystem OnHotloaded events manually
Compare checksum of rendertree after hotload and clear/destroy if changed
Refactor the native code for opening our C# AssetPicker - make it easier to slot in for the other embedded asset browsers and easier to extend
QAssetSelectionWidget ( used in propertysheets to select assets ) uses C# AssetPicker
Hide these buttons in QEmbeddedAssetPicker, I'd be surprised if anyone misses them
CQEmbeddedAssetPicker opens C# AssetPicker
Create dynamic content
Handle looping
Add Panel.SetChildIndex( Panel child, int newIndex )
Add Panel.MoveAfterSibling( Panel previousSibling )
Rendertree enforces sibling order
Comment out debug
Whitelist System.Diagnostics.StackTraceHiddenAttribute
Better error handling for Asset.Party uploader
Do not display OMG SUCCESS on failure, and actually display relevant errors to the user
Compiler watch .razor files
Re-render tree on events or parameter change
Change Microsoft.CodeAnalysis.CSharp version so source generators work in live unit test
Fix RenderTree scopes
Don't call onmousemove every frame
Razor gen overrides HasRenderTree to true
Add Host.InitUnitTest
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
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
Updated all surface assets
Added grass surface & footsteps
Fixed Resources not loading when networked from server
Fixes shatter glass being invisible for clients who are not the host
Hammer Map Nodes API
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
Fix double filesystem dispose with addon config
Closes #498
Fixed some histograms being offset horizontally
Only show histogram markers that are in range
Add Hotload.AssemblyResolver, warn if not assigned when needed
Set HotloadManager.AssemblyResolver for client / menu / server
Documentation pass
Hides Prop.weldParent, Prop.childrenProps and Prop.clonedShapes
TagAttribute can now accept multiple tags at the same time
Documentation pass
VertexBuffer index methods throw if buffer is not indexed
Obsolete TextureArrayBuilder
Readd single string constructor for TagAttribute
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.
Simple color picker for color properties
Snap to color on mouse press
Add comments to new publics
Merge pull request #573 from Facepunch/color-picker
Simple color picker for color properties
Documentation pass for SceneWorld and related classes
Obsolete non implemented methods of SceneSkyBox
Zero out native pointer of SceneWorld in its Delete() method
Fixing up TextureBuilder documentation
Rearrange texture builder methods
Added test for adding properties with default values
Support for log value histograms
https://files.facepunch.com/ziks/2022-10-10/sbox-dev_YnroiYzjt5.png
Make Asset.TryLoadGameResource<T> work on compiled assets w/o source files by implementing in EngineGlue::LoadJsonAsset for compiled files
Delete unused/non functioning fog override convars
Delete fog properties from sky_camera - they do not work
Basics + tests
A generator thirdparty
Update project template
Clean up generator
Use our variables
Fix namespaces not working
Fix LUT
Register events
Compiler collect additionalfiles, recompile on razor file changed
Extension addon
When generating solutions download parent addon if not available locally
Refactor
Mount/compile local extensions when starting game
Undo this
Switch compiler to not use Filesystem
Added CompileGroup, deleted CompileManager - menu works
Tool addons use CompileGroup
Strip out ToolAddon CodeFileSystem
Delete GameCompiler, seal Compiler
Build watching compiler for changes into the compiler
Menu recompiles on changes nicer
Watch tool code for changes
Fix tool hotload only working on accident
Fix stack trace stretching the screen
Remove rubbish
Rename AddonManager to ToolAddonManager
And rename file
Clean up server addon building
Build in printing compile errors to console in CompileGroup
Fix server compiles not working
Simplify CompilerSetup
Strip unused
Compiler unit test
Clean up compiler references/dependancies, tests
Fix NRE in entity list
When compiling a compilegroup, even if we don't need to compile them, we still return referenced assemblies
Strip all of the code path stuff from ServerAddon/AddonRuntime
Cleaning network file list
Decrease hotload change detection from 0.3s to 0.1s
Don't add network files twice if they exist in the code folder
Reduce max size for embedded file to 64k
Don't embed _c files- because they won't be accessible by engine anyway
Compiler detect cyclic dependencies,. throw exception + unit test
Unit test for package dll dependants
Clean MetadataReference collection
More clean up
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
Skip loading/transporting "base" addon when using a packaged gamemode
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
Fix multiple addon uploading errors
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
Fix typelibrary trying to replace an assembly with itself
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
Add cascading parameters
Move game creation out of game screen
UI Template unit test
Add Sandbox.Utility.Scripting.StatementEvaluator (testing)
Add TypeLibrary.GetPropertyValue
Fix double filesystem dispose with addon config
Closes #498
Compiler collect additionalfiles, recompile on razor file changed
Rebase fixes
Merge branch 'html-sucks' into tier2addons
Compiler collect additionalfiles, recompile on razor file changed
updated glass mats and ad billboard texture
Improve color picker's layout & design, add an alpha slider
https://files.facepunch.com/crayz/1b1111b1/sbox-dev_s2QkeANHgK.mp4
Pass the compiled info to the loaded vfx rather than reading the vfx again and expecting to have the results serialized
Put both worker and receive units into a single function
Remove all work unit stuff, strip shadercompile to it's basics
More cleanup
Refactor HitboxData to provide information as StringTokens until it's no longer feasible
Drop targets don't need to be public
MapNode creation/deletion has to be done on main thread, add asserts
Null safety checks on map node shit
Update to .NET 6.0.10
Implement multi file drag'n'drop for asset list/browser
Fixed an exception in DragData.Url
Added DragData.Files
Some tools drag'n'drop related docs
Asset lists support multi file drag and drop
https://files.facepunch.com/rubat/1b1111b1/sbox-dev_tH20o2aafW.mp4
Fixed support for Leaderboard<float> and Leaderboard<TimeSpan>
Basics + tests
A generator thirdparty
Update project template
Clean up generator
Use our variables
Fix namespaces not working
Fix LUT
Register events
Do not try to auto generate mips for static textures that provide their own
Rename Sound Definition to Sound Event for consistency
Try stripping out InputBuilder and see how it feels...
Removed managedhandle include from rendermesh.h
Hitbox as a struct instead of a handle w/ interopgen