22,418 Commits over 1,614 Days - 0.58cph!
Implement env_cubemap as C# entity
Add BakeResource attribute
Cleanup more stuff, remove all dependency of mod path from vfx, comment out all VCS Load/Save code paths
Fix double filesystem dispose with addon config
Closes #498
Small cleanup
Update Topten.RichTextKit.dll
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
Make Trace work against MapWorld
Support for closest-corner, farthest-corner, .., and radial offset
Move light probe debug grid out of base light probe volume
Remove default env map shit, unused nonsense
Remove envmap constants, unused
Remove envmap depth texture
Remove more useless shit
unfuck block tool to work with handles
Fixed Resources not loading when networked from server
Fixes shatter glass being invisible for clients who are not the host
Change some skybox textures back to cube instead of cubearray, skyboxes actually do need them to be cube type
Remove cubemap array shit, we never actually use this
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
Updated all surface assets
Added grass surface & footsteps
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
Unit test for package dll dependants
Clean MetadataReference collection
More clean up
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
ModelDoc: Clean up code for new morph frame compiling now that we know it works
Move GetManagedHandle to common header to avoid ambiguity of when it's defined in interop and to avoid redefinition link errors
Calculate lod level clamps to max lod level of model
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
Remove more stuff that we don't even use from vfx, change from DevShader to hidden
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
Compiler detect cyclic dependencies,. throw exception + unit test
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
Initial work for new text gradients
Temp comment out the BlockToolGlue.BuildGeometry - solve this in the morning
Remove unnecessary links in toolframework2 from fucking around with another solution
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
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
Better serialize shader modes
Citizen/clothing: misc. fixes
Rename to PawnInput
Just use TypeLibrary as its cached anyway
Add comments + use TypeLibrary
Add HasAttribute<T>()
Cleaning network file list
Documentation pass
Dirt footsteps for testing
Finish vfx_c serialization
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
Documentation pass
Obsoleted Soundscape.MasterVolume, Surface.Dampening, Surface.Sounds.SmoothScrape and RoughScrape on the account of them not being used anywhere
Strip all of the code path stuff from ServerAddon/AddonRuntime
Try compiling morph frames with an empty weight list instead of setting bones to bindpose
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
Throw ObjectDisposedException instead of NotImplementedException when accessing a disconnected clients pawn
Start writing vfx_c support
WriteCompiledVfxFile Cleanup
Add CreateFromCompiledVfx stub instead of CreateFromVcs, remove more bullshit
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.
Fall back to fetching top scores if no scores around user