20,904 Commits over 1,522 Days - 0.57cph!
Move node tables to update node manager, keep sorted node ids in fixed data
Start working on update node manager that fixed data can use, hopefully this is a better way to go about it
Fix groups and subgraphs returning their own internal context instead of the context they're in
Support copying graphemes outside TextEntry too
Improve console text selection
Improve behaviour of label selection if drag rect is negative size
Begin pathing simulation & processor
Remove steam audio completely & begin reimplementing newer version
Basic scene simulation, get direct simulation working
Sound path simulation
Begin work on probe batches & baking
steam audio builds successfully again
HRTF
oops
steam audio builds successfully again
Add TypeLibrary.FindStaticMethods
Add PropertyDescription
Fix MenuAttribute
Fix search not working in subgraphs because it was returning the wrong context
Just bail for now if we try to make a new subgraph that already exists
Fix creating new subgraph, deal with creating new subgraph inside itself and overwriting later
Start changing graph fixed data to use node locations instead of node ids - because groups and subgraphs have their own set of nodes, fixed data needs to know where the a node is in the hierarchy
Make undo redo function in context menu
Default new group nodes with 1 input and 1 output pins
Add icons for undo redo in context menu
Don't show root anim node in context menu for groups and subgraphs - root should always be in top level probably
Remove duplicate node id checking in setcontext, probably not needed now
Restore nodes for subgraph and blend2d visualizers
Give graph visualizers a node location so it can restore the node when graph changes
Fix classes with [Net] malfunctioning if they have child classes
[HideInEditor] works on asset properties
Give [GameResource] a default question_mark icon so it's not null by default (also fix DrawMaterialIcon shitting the bed with null)
No point in having EnvironmentLightEntity derive from ModelEntity
Hammer property titles once again generate with spaces
Fix static/dynamic colors not working on [EditorModel] ( This is only used for light modes, weird fucking place? )
Fixed MinMaxAttribute not working in Hammer
Make tests happy
Merge branch 'master' of sbox
Make TypeLibrary.Create<T>( int ident ) public so we can create types from their (int) ident again
Merge branch 'master' of github.com:Facepunch/sbox
Added post_processing_entity & improved PP preview in Hammer
post_processing_entity is a global version of post_processing_volume that affects all players.
Fix couldn't find class by identifier after hotload
Minor cleanup
delete generated textures
Refactor everything (Pain Day 3)
Merged new-shader-api
Disabled transform structured buffer by default, will be reenabled soon
Update base.vfx with the base from standard.vfx
Fix regression where entities base properties were getting stomped
Added 'Particle Effect' property to phys_lengthconstraint
No more putting particle system entity inside of the constraint in Hammer.
https://files.facepunch.com/rubat/1b1811b1/AAUUMM6PIy.png
pallet - wip
pallet - tweaks
pallet - blue and red skins
New Clothing Piece! - Leather Gloves
New leather gloves and also some quick changes to the Long white gloves clothing file! So now it's in the glove section in the character menu!
Merge branch 'master' into refactor_everything
Remove IRuntimeAsset
Move IUninheritable to Sandbox.System
Update SteamInput attack actions to match C#
InputButton.Attack1/2 becomes InputButton.PrimaryAttack and InputButton.SecondaryAttack
Delete ambiguous DistinctBy Linq extension, this is in .NET 6 now
Take distinct Hammer entities by their TypeLibrary ClassName instead of Type
Load Hammer entity types from base first always, then distinct by class name
Fix OverrideCompilerIdentifier getting overridden 🙈
Update compile
Fix some search crashes
Search now works
When uploading game, consolidate dlls so we don't need a base.dll
Check header version when loading assets
Add CreateAsset options for GameResource types
Remove a bunch of unused p4 stuff
Remove a bunch more unused p4 stuff
-AssetTargetGameRoot isn't ever going to be used
Don't store CResourceAssetTypeInfo on ResourceCompilerCentext, just store the data we need (extensions + compiler name)
Pass InitializeCompilerForFilename to c#, expose some of IResourceCompilerContext
Cleanup ManagedResourceCompiler
More search shit
Focus on location uses node path
Temp fix for going to log item location
Add back GetNode functions to IAnimationGraph temporarily to fix remaining errors and see whats what
Visualizer goes down the path to get to the correct node manager
Graph search attempts to check nodes in all node managers, maintaining correct node path in location
Break everything so that node ids are unique local to their node manager - this is how dota works so I should do the same
Restore ModelDoc managed game data stuff
Readd path_generic to Hammer
When we have delicious new game data let Hammer know so it can do the weird stuff it does to refresh all the widgets, helpers, blah blah blah