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20,896 Commits over 1,522 Days - 0.57cph!

3 Years Ago
Oops
3 Years Ago
Add hammer input for shatter glass reset
3 Years Ago
Don't presettle prop physics that have Static set ( same behaviour HLX would do with Motion Disabled spawnflag )
3 Years Ago
Create device context & rendersystem todo, remove this later
3 Years Ago
Make sure base addon is always compiled in tools mode even with no local addons - fixes base entities not showing in Hammer
3 Years Ago
road signs - lods for signs and clips
3 Years Ago
road signs - adjustable street name sign fixed tiling Merge branch 'master' of sbox
3 Years Ago
Fix Hammer gradient fog preview, managed gamedata classes are checked for globals now
3 Years Ago
Dress modeldoc and textures setup Outfit piece file setup for further skinning Merge branch 'master' of sbox
3 Years Ago
Fix crash when loading a map with entities from a remote package
3 Years Ago
Fix error creating lobby when gamemode's maplist is not null but empty
3 Years Ago
Fix help descriptions not showing on entity properties, also give each map class a help context related to their dll Fix base properties (targetname, tags, etc.) not using proper prop type
3 Years Ago
BaseTrigger.ActivationTags properly sets it's default value to "player", give base Player a "player" tag.
3 Years Ago
Invalidate Hammer map entities data when a remote package is loaded
3 Years Ago
GameData (.fgd) is now managed, game entities are now loaded at runtime from their type information instead of from .fgd files. This also runs both ways and let's us access all GameData from C#. * Packages you use in your map get saved ( e.g facepunch.dm98, valve.cstrike ) and fetched on map load * Map compiler doesn't try to load fgds anymore, replace it with a KV3 provided by Hammer -> ResourceCompiler. * Map classes can be loaded directly from a LocalAddon or a RemoteP * Remove .fgds of anything that is a managed entity, also remove legacy syntax so we can remove shit loads of code. * Obsolete [Spawnflags] they're confusing for everyone, use a properly named enum with [Flags] on instead. ( Enums with [Flags] also work now, no more FGDType("bitflags") required. If fgd files fail to load, don't fuck managed game data for it.
3 Years Ago
GameData (.fgd) is now managed, game entities are now loaded at runtime from their type information instead of from .fgd files. This also runs both ways and let's us access all GameData from C#. * Managed classes for GameData, can be loaded directly from LocalAddon or RemotePackage. * Map compiler doesn't load .fgds, make Hammer serialize g_pGameData to KV3 and load it in the map compiler * Clean up native GameData code (fgdlib) making it a shit load less confusing to work with, name globals, classes, vars.. properly, delete legacy code, document stuff etc. * Copy native GameData (loaded from core .fgd) back to C# GameData for usage in tools addon * [Hammer] attributes rewritten to not use StringBuilder, pass dictionary / list references and fill those up, obsolete the old tihngs * Remove FGDWriter for game entities, no longer need to serialize it every game start * Remove .fgds of anything that has a managed type, remove legacy syntax on remaining .fgd files (use KV3 so we can remove a lot of code) Give all entities nice [Display, Category, Icon] attributes Glue Hammer Entity tool UI to C#, can use entities for games straight from here, searchable, show what game it's from etc. needs a bit more work to not look shit though Enum properties create and populate their backing native GDIVItemSet New: Enums marked with [Flags] now get treated as flags properly in Hammer now Restore Hammer.CustomHeaderAttribute but obsolete it so it doesn't break older addons C# GameData.LoadConfig should be synchronous so Hammer blocks until everything is loaded - actual loading from each dll is still done in parallel though Obsolete [Spawnflags] it's confusing for mappers and hacky to implement - you should use a property of an enum with [Flags] on it Removed Spawnflags from BaseTrigger, the only flags that did anything were Clients|Everything - everything should just work with tags instead. FuncPhysbox spawnflags turned into a flags enum property instead (old maps will still work just fine) Get rid of FGDType( "flags" ) usages, we just derive this automatically now from [System.Flags] Sandbox.Tools gets addons compiled from Sandbox.Engine - Hammer uses these instead of recompiling them itself plus they're avaliable for other tools to reflect on too In Tools mode add all LocalAddon games to ServerAddons to compile as game opens save package idents in vmap ( e.g facepunch.dm98, valve.cstrike ) from used map entities, download these pkgs on map load if missing locally bitflags Update game selector dialog to use Package.Query API Delete game entities .fgd so you're not accidentally keeping it around for no reason Fix hotload crashes when Hammer isn't open Fix a couple more crashes with hotloading in tools Iterate map nodes on save properly so it catches entities in subworlds (prefabs, tilesets) Remove Spawnflags shit from FgdWriter Reload .FGD Files -> Reload Game Data (probably not needed since we hotload, delete after we port all native ents) Don't obsolete these, they're used by modeldoc fgd still Entity tool: default to prefer class names for now, probably sex up this tool a fair lot more Hotload game entities in Hammer fuck sake actually load the game variable type from KV3 Implement GDIVItemSet::ReadFromKV3 so the map compiler knows default values Don't block engine bootstrap with compile task
3 Years Ago
Add shading methods, cleanup api
3 Years Ago
ModelDoc: Add window to bone merge models to the preview model https://files.facepunch.com/layla/1b1111b1/sbox-dev_f5498a5rRI.png
3 Years Ago
New Outfit Pieces - Necklace and Gloves Working on some Necklace and Glove clothing, including LODs! Making these smaller pieces to combine with the current clothing we have, also a chance to test out what works well for necklaces. Some small adjustments to the skinning to come soon. Small adjustments to organising and stacking of clothing aswell.
3 Years Ago
Citizen/animgraph: fixed skid IK noise applying to duck > 1.0 Merge branch 'master' of sbox
3 Years Ago
Road signs - added pole caps to motorway sign prefab
3 Years Ago
Road signs - updated skins with improved retro reflective effect & added folding construction sign lod0 Merge branch 'master' of sbox
3 Years Ago
ModelDoc: Allow models to have a base model so that models can be extended with extra animations (experimental)
3 Years Ago
Use world normals for material, start implementing IndirectLight, MixedLight and StaticLight, cleanup, move ambient occlusion to IndirectLight
3 Years Ago
Iterate over new lighting api, cleanup, add stubs for MixedLight and IndirectLight, add LightShade struct
3 Years Ago
Make base class an optional parameter for VFX classes Allow members to be static or have other identifiers on VFX Use classes for dynamic light Add class_member_definition to VFX variable parser on ANTLR
3 Years Ago
Implement animation-iteration-count and animation-delay animation-iteration-count can be infinite Implement animation-direction https://files.facepunch.com/garry/11901349-b088-4fba-ade1-205873d81634.mp4
3 Years Ago
Keyframe implementation basics
3 Years Ago
Fixed up styles in Hammer Status bar and Input/Output window
3 Years Ago
Add multi select combo box, use it for enum flags in property editor https://files.facepunch.com/layla/1b0511b1/sbox-dev_bxdOgE3sui.png Remake multi select combo box for enum flags in pure C# (needs styling) Adjust input settings layout to scroll Input settings style tweaks Fix out of range exception Fix map & resource path lists shrinking in addon editor Fix CheckBox not pulling package meta bool binds Fix up/down arrow caret navigation on multiline inputs Fix caret position on newline characters Previous fix missed an edge case and did not work with emojis, hope this way isn't shit Documentation and other minor code adjustments Prop gibs now inherit material group Delete engine break commands, and replace some useful ones with c# implementations ModelDoc: Give the user a chance to copy a model into an addon dir if they try to import a model from outside an addon dir Remove engine break commands code Citizen: updated unicycle pedaling animation Switch to new api urls Tools doesn't need its own package query function Force CBasePlayer transmit always Fix NRE when deserializing a dictionary that ends up with a null key Citizen/unicycle: added sequences for fast pedaling and leaning Citizen/unicycle: updated pedaling animations so that feet are always flat relative to pedals Citizen/unicycle: updated balance sequences Citizen/unicycle: fixed a couple mistakes Recompile sbox_glass Remove usage of PropertyAttribute in Decal asset Get rid of Alpha/RenderFX properties from base.fgd in favor of RGBA color properties Removed Hammer inputs/outputs from all engine entities to stop confusion, since they do not work anyway Theme consistency Fix StartLobby errors Upgrade "Use IDictionary<{1}, {2}> instead of Dictionary<{1}, {2}>" to an error instead of a warning Ignore ResetLatched in IV_PHASE_RENDERING Populate main menu screen with trending games SceneSystem - ignore objects with invalid bounds if it ain't in this spawn group, how can it be in the pvs? Fast return if setting model but model didn't change Fix menu exception when gameicon doesn't have info yet ContainsInterpolationVarsForPhase return false if rendering Package Updated/Created is DateTimeOffset Icon showing updated within last day Simplify switching to local api Fixed client not knowing particle names Add class and interface language support to VFX Compiler
3 Years Ago
Animation style properties (unimplemented)
3 Years Ago
Style keyframe parser
3 Years Ago
Fixed client not knowing particle names
3 Years Ago
Simplify switching to local api
3 Years Ago
Icon showing updated within last day
3 Years Ago
Package Updated/Created is DateTimeOffset
3 Years Ago
In Tools mode add all LocalAddon games to ServerAddons to compile as game opens save package idents in vmap ( e.g facepunch.dm98, valve.cstrike ) from used map entities, download these pkgs on map load if missing locally
3 Years Ago
SceneSystem - ignore objects with invalid bounds if it ain't in this spawn group, how can it be in the pvs? Fast return if setting model but model didn't change Fix menu exception when gameicon doesn't have info yet ContainsInterpolationVarsForPhase return false if rendering
3 Years Ago
Upgrade "Use IDictionary<{1}, {2}> instead of Dictionary<{1}, {2}>" to an error instead of a warning Ignore ResetLatched in IV_PHASE_RENDERING Populate main menu screen with trending games
3 Years Ago
Fix StartLobby errors
3 Years Ago
Theme consistency
3 Years Ago
Get rid of Alpha/RenderFX properties from base.fgd in favor of RGBA color properties Removed Hammer inputs/outputs from all engine entities to stop confusion, since they do not work anyway
3 Years Ago
Recompile sbox_glass Remove usage of PropertyAttribute in Decal asset
3 Years Ago
Citizen/unicycle: fixed a couple mistakes
3 Years Ago
Iterate on lighting for new api, split baked and dynamic lighting
3 Years Ago
Citizen/unicycle: updated balance sequences
3 Years Ago
Citizen/unicycle: updated pedaling animations so that feet are always flat relative to pedals
3 Years Ago
Citizen/unicycle: added sequences for fast pedaling and leaning
3 Years Ago
Tools doesn't need its own package query function Force CBasePlayer transmit always Fix NRE when deserializing a dictionary that ends up with a null key
3 Years Ago
Trim core shader code, add pixel.lighting.hlsl