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

2 Years Ago
Implement env_cubemap as C# entity Add BakeResource attribute
2 Years Ago
Cleanup more stuff, remove all dependency of mod path from vfx, comment out all VCS Load/Save code paths
2 Years Ago
Fix double filesystem dispose with addon config Closes #498
2 Years Ago
Small cleanup Update Topten.RichTextKit.dll
2 Years Ago
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
2 Years Ago
Hammer Map Nodes API
2 Years Ago
Make Trace work against MapWorld
2 Years Ago
Support for closest-corner, farthest-corner, .., and radial offset
2 Years Ago
Move light probe debug grid out of base light probe volume
2 Years Ago
Remove default env map shit, unused nonsense Remove envmap constants, unused Remove envmap depth texture Remove more useless shit
2 Years Ago
unfuck block tool to work with handles
2 Years Ago
Fixed Resources not loading when networked from server Fixes shatter glass being invisible for clients who are not the host
2 Years Ago
Change some skybox textures back to cube instead of cubearray, skyboxes actually do need them to be cube type
2 Years Ago
Remove cubemap array shit, we never actually use this
2 Years Ago
Refactor & documentation on MapNode classes, make sure it all makes sense Move these Hammer tools into their own folder Simple test window for playing with the hierarchy of MapNode from addon layer
2 Years Ago
Updated all surface assets Added grass surface & footsteps
2 Years Ago
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
2 Years Ago
Unit test for package dll dependants Clean MetadataReference collection More clean up
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 Merge branch 'master' into custom-client-input
2 Years Ago
ModelDoc: Clean up code for new morph frame compiling now that we know it works
2 Years Ago
Move GetManagedHandle to common header to avoid ambiguity of when it's defined in interop and to avoid redefinition link errors
2 Years Ago
Calculate lod level clamps to max lod level of model
2 Years Ago
Make ButtonState a struct with implicit bool conversion Write dynamic assembly hash to managed input message. Check hashes match when deserializing, if they don't skip that input
2 Years Ago
Remove more stuff that we don't even use from vfx, change from DevShader to hidden
2 Years Ago
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 Create .lutignore 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
2 Years Ago
Compiler detect cyclic dependencies,. throw exception + unit test
2 Years Ago
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
2 Years Ago
Initial work for new text gradients
2 Years Ago
Temp comment out the BlockToolGlue.BuildGeometry - solve this in the morning
2 Years Ago
Remove unnecessary links in toolframework2 from fucking around with another solution
2 Years Ago
Can publish materials to asset.party same way as models Allow non power of two textures in materials, strip some gameinfo image preprocessors code we'll never use too Documentation pass Internalize BaseFileSystem.Watch/Watch(string), WatchEnabled Only used internally. Added PhysicsPoint.Transform Added debug overlays for constraints (ent_text), clean up accessibility & docs Citizen: further updates & misc. fixes around the head & its shoulder seams Previously updated clothing included in this commit Asset Browser: use User order for cloud assets so you see your shit first Asset Browser: can search for cloud materials Hammer Asset Browser: double clicking a cloud material will install and set the current material to it Fix addon editor getting squished and not scrolling Make _metal and _trans suffixes actually work in create material from image Fixed text alignment Citizen: more misc. fixes A working example for the VirutalScrolling ui test Fix black sky Fix color picker stomping hsv sometimes Citizen/clothing: buttoned shirt skinning pass Documentation pass Cookie system does backups on save, add warnings on load failure Trying to track down an issue where all cookies get reset Hide a bunch of internal entity methods Do not fire BaseTrigger outputs if its disabled Renamed TriggerMultiple.Wait to Cooldown Documentation pass Hidden Water.Think Obsoleted Water.EnableShadows, EnableFog & EnableRefraction Hidden GradientFogEntity.TickFrame, ParticleSystemEntity.OnMapCleanup, PrecipitationEntity.ClientTick Implemented ParticleSystemEntity.SetControlPoint Hidden SoundEventEntity.OnStartSound, OnStopSound Made SoundEventEntity.StartSound, StopSound public Added srcds genereated file to gitignore Added Leaderboard.GetHistogram() Basic leaderboard histogram drawing Show markers on friend scores in histogram Citizen/clothing: buttoned shirt LODs Add some extra checks for file watchers Revert "Add some extra checks for file watchers" This reverts commit 00719712d06cd2ea5f06166a561c640476dd3409. Fall back to fetching top scores if no scores around user Throw ObjectDisposedException instead of NotImplementedException when accessing a disconnected clients pawn Try compiling morph frames with an empty weight list instead of setting bones to bindpose Documentation pass Obsoleted Soundscape.MasterVolume, Surface.Dampening, Surface.Sounds.SmoothScrape and RoughScrape on the account of them not being used anywhere Documentation pass Dirt footsteps for testing Citizen/clothing: misc. fixes Merge branch 'master' into custom-client-input Don't add const to ArgPointer if asref is specified Rid of CUtlVectorByte in favor of direct byte arrays
2 Years Ago
Add Hammer.ActiveMap Unfuck map save / load code to use managed classes instead of native shit Unfuck all of the MapViewDropTarget code so it now uses the handle managed classes - much much simpler
2 Years Ago
Better serialize shader modes
2 Years Ago
Citizen/clothing: misc. fixes
2 Years Ago
Rename to PawnInput Just use TypeLibrary as its cached anyway Add comments + use TypeLibrary Add HasAttribute<T>()
2 Years Ago
Cleaning network file list
2 Years Ago
Documentation pass Dirt footsteps for testing
2 Years Ago
Finish vfx_c serialization
2 Years Ago
baseline
2 Years Ago
Fuck it, mapdoc interop back to Hammer only since that's all I want Filthy hack for interopgen for GetManagedHandle within interop.hammer.h Not as filthy hack to only init mapdoc managed handles from hammer.dll because I could end up spending weeks figuring out how to make it all work across various dlls when all I care about is Hammer anyway
2 Years Ago
Serialize vfx features
2 Years Ago
Documentation pass Obsoleted Soundscape.MasterVolume, Surface.Dampening, Surface.Sounds.SmoothScrape and RoughScrape on the account of them not being used anywhere
2 Years Ago
Let's use KV3 for vfx_c
2 Years Ago
Strip all of the code path stuff from ServerAddon/AddonRuntime
2 Years Ago
Try compiling morph frames with an empty weight list instead of setting bones to bindpose
2 Years Ago
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
2 Years Ago
Throw ObjectDisposedException instead of NotImplementedException when accessing a disconnected clients pawn
2 Years Ago
Start writing vfx_c support WriteCompiledVfxFile Cleanup Add CreateFromCompiledVfx stub instead of CreateFromVcs, remove more bullshit
2 Years Ago
Hammer.RenderMapViewHUD gets the actual mapview as well Simple Trace API for tracing against map worlds in Hammer HandleIndex.RegisterHandle can defer to IToolsDll Give mapdoc nodes managed handles so we can use them safely, move all the interop from hammer -> tools since they're not Hammer exclusive they'd be in an invalid interop state when used elsewhere... Although this might also not work because of linking, need to play around more.
2 Years Ago
Fall back to fetching top scores if no scores around user