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22,418 Commits over 1,614 Days - 0.58cph!

2 Years Ago
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
2 Years Ago
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
2 Years Ago
Add IsValueType to TypeDescription sbox-issues/issues/2370
2 Years Ago
Remove nullable from AssetList icon, fixed an error I was getting on editor launch Re-enabled translucent screenspace effects
2 Years Ago
Color picker style improvements & layout tweaks Fix hue slider being slightly larger
2 Years Ago
Fixed an assert in ModelDoc rotation gizmo sbox-issues/issues/2135
2 Years Ago
npcclip/navclip/playerclip affect nav mesh in Hammer
2 Years Ago
Add ActiveChildInput and ensure children get added to Inventory on ClientSpawn so they match
2 Years Ago
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
2 Years Ago
Remove debug Panel/Component support (treat an element as a Panel if it starts with a cap)
2 Years Ago
Fixed build not passing databind tests
2 Years Ago
Fixed a bug with DataBind and integers Fixes sbox-issues/issues/2119 Added property editors for double and decimal types
2 Years Ago
Write -1 if entity is null
2 Years Ago
Editing float properties shows & works with full precision https://files.facepunch.com/rubat/1b1311b1/sbox-dev_2A2G1luuKQ.mp4
2 Years Ago
Some additional documentation Move MimicBot to base addon
2 Years Ago
Remove redundant inputs. Reverse yaw for bots
2 Years Ago
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
2 Years Ago
Simplify markup process Panel.SiblingIndex is now 0 based Razor SiblingOrder tests
2 Years Ago
Some extra docs + rename PawnInput to ClientInput
2 Years Ago
Markup support
2 Years Ago
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
2 Years Ago
Remove unused Add option for razor source to write to disk In unit test only generate code if $BuildingForLiveUnitTesting is not true 😓 Support @ref=
2 Years Ago
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
2 Years Ago
Pass down m_StartingViewType to our AssetPicker so native can decide if list / grid is better
2 Years Ago
Citizen/clothing: hawaiian shirt updates (neck seam fix + LODs)
2 Years Ago
Fixed codegen errors with string.Empty default values Sandbox.Json respects JsonPropertyNameAttribute
2 Years Ago
Lets also commit my game breaking test code
2 Years Ago
Call EntityManager & UISystem OnHotloaded events manually Compare checksum of rendertree after hotload and clear/destroy if changed
2 Years Ago
Attribute caching
2 Years Ago
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
2 Years Ago
Create dynamic content Handle looping Add Panel.SetChildIndex( Panel child, int newIndex ) Add Panel.MoveAfterSibling( Panel previousSibling ) Rendertree enforces sibling order Comment out debug
2 Years Ago
Whitelist System.Diagnostics.StackTraceHiddenAttribute
2 Years Ago
Better error handling for Asset.Party uploader Do not display OMG SUCCESS on failure, and actually display relevant errors to the user
2 Years Ago
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
2 Years Ago
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
2 Years Ago
Compiler collect additionalfiles, recompile on razor file changed
2 Years Ago
updated glass mats and ad billboard texture
2 Years Ago
Improve color picker's layout & design, add an alpha slider https://files.facepunch.com/crayz/1b1111b1/sbox-dev_s2QkeANHgK.mp4
2 Years Ago
Pass the compiled info to the loaded vfx rather than reading the vfx again and expecting to have the results serialized
2 Years Ago
Put both worker and receive units into a single function Remove all work unit stuff, strip shadercompile to it's basics More cleanup
2 Years Ago
Refactor HitboxData to provide information as StringTokens until it's no longer feasible
2 Years Ago
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
2 Years Ago
Implement multi file drag'n'drop for asset list/browser
2 Years Ago
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
2 Years Ago
Fixed support for Leaderboard<float> and Leaderboard<TimeSpan>
2 Years Ago
Basics + tests A generator thirdparty Update project template Clean up generator Use our variables Fix namespaces not working Fix LUT Register events
2 Years Ago
Do not try to auto generate mips for static textures that provide their own Rename Sound Definition to Sound Event for consistency
2 Years Ago
Try stripping out InputBuilder and see how it feels...
2 Years Ago
Removed managedhandle include from rendermesh.h
2 Years Ago
Hitbox as a struct instead of a handle w/ interopgen