20,903 Commits over 1,522 Days - 0.57cph!
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
Skipping some hotloading
Hardcode hotload logging for now
ConCmd, ConVar refactor
Route convars via engine
Fixed tools.refresh not being called
Fix ToolAttribute
Fix extra includes
Refactor
Move to properties
Always show a hotload finish, even if it did nothing
Fix "Server Hotload Hotload Started!
Fix some entity properties not being set
Fix regression where entities base properties were getting stomped
Fix regression where entities base properties were getting stomped
Delete FgdWriter, pretty sure everything is managed gamedata now
Fix base addon entities not getting added to Hammer because they don't have a package
Load all entities that live in Sandbox.Game into GameData ( Lights )
Merged new-shader-api
Disabled transform structured buffer by default, will be reenabled soon
Update base.vfx with the base from standard.vfx
Cleanup
Update thirdpartylegalnotices
More cleanup
Add ExtraLightData for area lights and LightTypeAreaType_t to make it easy to expand
Revert "Oops."
This reverts commit 118f47b98e04f7f95d67f4b8a7b057a1751a86c9.
Basic scene simulation, get direct simulation working
Remove unused asset types
Remove inspector
m_SuppressSubstrings unused
Warn when calling ParseEntities before GameData is set
Allow adding GameResource asset types to AssetSystem at runtime
Some control over GameResource icons
No need for config/*.asset files
Remove AssetWriter stuff from FgdWriter
Fix toBase64() returning a local variable pointer
TypeLibrary to replace Library and Reflection
GameResourceAttribute use TypeLibrary
Fix-up tools to use TypeLibrary
Fix in game GameResource types not loading
Refactoring
Replacing a bunch of game stuff with TypeLibrary
TypeLibrary can handle GAM hash
Removing unused
Obsoleting Library
Kill LibraryMethod, reduce LibraryClass, set ManagedClassIdent from TypeLibrary
This should fix FgdWriter
Merge fixes
Fix error if ParticleSystemName not set
Fix error if constrained objects have no physics
Back compat
Trim PropertyAttribute
Trim LibraryAttribute
Use PropertyAttribute to provide aliases for properties
Remove steam audio completely & begin reimplementing newer version
New Hair! - Scruffy Beard
We have a new beard hair piece! With both a grey and brown variation! Blendshapes - just like the other pieces, will have their blendshapes working in-game in the future, for now they only work in the menu, which you can see working!
https://files.facepunch.com/daniel/1b1711b1/Photoshop_qWrden4PPc.jpg
adding missing texture
Merge branch 'master' of sbox
Move all working modeldoc gamedata nodes from .fgd to c#
Removed VR related GenericGameData nodes, they are not used anywhere in engine, and can be readded/recreated later if necessary.
Error handling for invalid model particles
updated material, lod, prefabs
Add Area Light postprocessing methods
Iterate lighting and shading data
New Hair! - Bushy Eyebrows / Moustache
We have two new pieces, Bushy eyebrows and Moustache (Which as a brown and grey colour variation) https://files.facepunch.com/daniel/1b1611b1/Photoshop_e3H3r8Mzma.jpg
If we can't allocate transform data (because of shitty small cbuffers) stop trying to render instead of just crashing, this should fix Hammer crashing on complex maps temporarily until structured buffers are merged in.
AddonConfig.GetPackageType() supports tool, fixes tools showing in local games list
Switched custom ModelDoc nodes to use managed GameData
No more auto generated .fgd files
Add translation gizmo helper to break_apply_force ModelDoc node
Citizen/animgraph: restored grouped aim matrices + proper reset when attacking from long idle
Animgraph: Fix aim matrix anim node not working in groups
Citizen/animgraph: work-in-progress refactoring of the pistol weapon branch
Added descriptions to a bunch of physics related and other functions
road signs - phys tweak on triangle sign
road sign - fix for missing gib
wooden crate - slight tweak to the col shape to try and stop hammer reporting the size wrong
"Create Group From Selection" and "Create New SubGraph From Selection" in context menu to make it obvious that they're being created from selection
Remove customer machine checks
Set subgraph node UI name to base filename if unnamed
Cursor gets set properly when you focus back into the game from tools
Animgraph: Use MPropertyAttrChangeCallback instead of MPropertyAttrStateCallback for subgraph filename, fixes so many issues with updating node pins properly
Fix `cursor: none` not working ( last cursor type wasn't getting set and always assumed to be 0 (None) )
Bit of error checking in CSteamAudioScene::BakePathData when creating path data to avoid access violation crash and give us the actual error
Animgraph: Save all subgraphs after saving the graph
Disable subgraphs on customer machine so users can't use it yet
Fix slashes when saving subgraph
Animgraph: Save and load subgraphs when graph saves (although save needs to be done in a better place)
Animgraph: subgraph node no longer derives from group node, too much fucking about to make that work.
Animgraph: Set subgraph filename on node after creating a new one
Animgraph: Load subgraph from file when subgraph filename changes on subgraph node
Animgraph: Add interface for subgraph nodes
Animgraph: Check the asset system for subgraph