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20,894 Commits over 1,522 Days - 0.57cph!

3 Years Ago
Remove engine break commands code
3 Years Ago
Documentation and other minor code adjustments Prop gibs now inherit material group Delete engine break commands, and replace some useful ones with c# implementations Merge branch 'master' of sbox
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Fix caret position on newline characters Previous fix missed an edge case and did not work with emojis, hope this way isn't shit
3 Years Ago
Fix up/down arrow caret navigation on multiline inputs
3 Years Ago
Fix CheckBox not pulling package meta bool binds
3 Years Ago
Fix map & resource path lists shrinking in addon editor
3 Years Ago
Fix out of range exception
3 Years Ago
Adjust input settings layout to scroll Input settings style tweaks
3 Years Ago
Remake multi select combo box for enum flags in pure C# (needs styling)
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
3 Years Ago
Start work on new base shader, remove old emissive combos
3 Years Ago
Some WIP shit from a while ago on getting editor window up to parity, pushing for @cr4yz
3 Years Ago
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]
3 Years Ago
Street name - two variations of street name sign designs Merge branch 'master' of sbox
3 Years Ago
Animgraph: Hook up num frames, frame rate and duration for clip properties Animgraph: Clip drag drop creates single frame anim node for anims with 1 frame Animgraph: Handle selection changed in anim clip widget
3 Years Ago
PathPlatformEntity properly resets its LocalVelocity Also warp the platform to the first node on spawn, and prevent infinite velocities Move IModelBreakCommand stuff to a separate file ent_fire tells you when it failed to find any entities to fire an input on
3 Years Ago
C# GameData.LoadConfig should be synchronous so Hammer blocks until everything is loaded - actual loading from each dll is still done in parallel though
3 Years Ago
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
3 Years Ago
Animgraph: Add option for default network mode for newly created nodes https://files.facepunch.com/layla/1b0411b1/sbox-dev_jelIpRdlUW.png
3 Years Ago
Fix build errors
3 Years Ago
Animgraph: Add animation clips window to easily drag in animation nodes https://files.facepunch.com/layla/1b0411b1/432432.mp4
3 Years Ago
Actually ship new compiler dll
3 Years Ago
Working test gpu raytracing scene
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
3 Years Ago
read/write files properly you twat Set CGameDataClass parent properly when reading from KV3 load our serialized gamedata here in the map compiler too
3 Years Ago
Begin raytracing, Update dx11 shader compiler
3 Years Ago
Accidentally removed ripple collision, let's put it back Merge branch 'master' of sbox Merge branch 'master' of sbox Tweak ripplecompute, clamp collision and ripple size
3 Years Ago
Make map compiler load GameData from temp KV3 written by Hammer, instead of trying to collect and load fgds again, especially since we're not using fgds for managed stuff.
3 Years Ago
Entity tool searchable entities and toggle to display ent_class_names give a shit load of entities nice [Display] names Make paths and path nodes work with new hammer entity shit Entity selector should only show entities
3 Years Ago
Use hex, it's nicer to read than dec for masks
3 Years Ago
Initial point light ray finding
3 Years Ago
Begin light importance tracing
3 Years Ago
Make compute dispatch thread division optional
3 Years Ago
Pass scene geometry data
3 Years Ago
Pass lights & skylights
3 Years Ago
Pass textures to compute shader
3 Years Ago
Pass materials & instances
3 Years Ago
Move push buffer routine to a dynamic combo
3 Years Ago
Ensure our random samples are valid & passed correctly
3 Years Ago
Set our global rt params as a parent to our local attributes
3 Years Ago
Begin execution of rt Compute is now dispatched & isolated from the game initial test shader case for push constants
3 Years Ago
Added empty_tileset
3 Years Ago
Clothing: updated all LOD switch distances to 0/10/20/40
3 Years Ago
Clothing: updated LODs on Jeans
3 Years Ago
Citizen: added bone culling (with prefabs) to LOD 2+3 Citizen: fixed vertex normal seams on LOD3
3 Years Ago
Fix mistake when converting degree to radian for set float particle function
3 Years Ago
Add renderdoc_nextframe too
3 Years Ago
attach_renderdoc & detatch_renderdoc to let renderdoc capture vrad3 gpu passes