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22,417 Commits over 1,614 Days - 0.58cph!

3 Years Ago
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
3 Years Ago
Fix OverrideCompilerIdentifier getting overridden 🙈 Update compile
3 Years Ago
Fix tests
3 Years Ago
Test fixes
3 Years Ago
Fix some search crashes Search now works
3 Years Ago
When uploading game, consolidate dlls so we don't need a base.dll
3 Years Ago
Check header version when loading assets
3 Years Ago
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
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Break everything so that node ids are unique local to their node manager - this is how dota works so I should do the same
3 Years Ago
Restore ModelDoc managed game data stuff Readd path_generic to Hammer
3 Years Ago
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
3 Years Ago
Fixed non public entity properties not being set on map spawn
3 Years Ago
Shut this assert up, we're calling it multiple times on purpose Delete "Reload Game Data" from Hammer, doesn't make sense when everything is hotloaded ( plus it would be a fucking mess to implement for no reason )
3 Years Ago
Instead of deleting / recreating native CGameDataClass lets replace their data if they already exist - this fixes a bunch of crashes since they're referenced by raw pointer everywhere within native tools code
3 Years Ago
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!
3 Years Ago
Fold Sandbox.Decals into DecalSystem Ignore convar duplicate change callback warning
3 Years Ago
Cleanup EntityParser some more, use DisplayInfo instead of fucking with attributes ourselves, remove code that was for ModelDoc or Assets
3 Years Ago
ClassName StringToken cleanup Ignore setting Model keyvalue - since it should have been handled in engine
3 Years Ago
MapClass holds it's C# type Use TypeLibrary.AddAssembly when adding remote game packages from Hammer Refresh Entity Tool UI after tools.refresh and we've parsed any new map entities Remove / replace managed Hammer entities on new assemblies so they work all lovely on hotloads
3 Years Ago
IIconProvider AnimEntity is AnimatedEntity
3 Years Ago
Remove references to Func and Point in entity C# class names
3 Years Ago
Remove BaseTrigger.StartDisabled in favor or already existing Enable property Replace lone spawnflag from LengthConstraint with a property Delete unused properties of ParticleSystemEntity All the 60 control point properties. (5 remain) We need to figure out a better way to handle these Capitalize public PrecipitationEntity properties Remove PostProcessingEntity.IsMaster property. It will be split into a separate point entity
3 Years Ago
Collect [PathNode] types too for Hammer Small fix to packages of gamedata entities
3 Years Ago
Reorganise base addon Delete old reverb track
3 Years Ago
Remove unnecessary [DefaultValue] attribs
3 Years Ago
HammerEntity should be HammerEntityAttribute Fix DisplayInfo setting Group to the IconAttribute value Remove GameData.ParseAssembly and special cases for Sandbox.Game, let's grab it all with TypeLibrary on tools.refresh
3 Years Ago
Delete killfeed from base
3 Years Ago
Remove Crosshair stuff in base (we shouldn't be handling this)
3 Years Ago
Move Assets/ to Resources/ Remove ScreenShake, CameraModifier (this isn't stuff we should be providing solutions to imo)
3 Years Ago
Move DecalDefinition to Engine
3 Years Ago
Rename AssetLibrary Add ResourceLibrary, Make Resource.Get internal Move Clothing to engine, create ClothingContainer, Remove Clothing.All
3 Years Ago
pallet - blue and red skins
3 Years Ago
Warn if [Description] attribute used when it could have been automatically applied, fix duplicate instances being applied GameResource cleanups
3 Years Ago
pallet - tweaks
3 Years Ago
Classname => ClassName
3 Years Ago
Try using a node stack for GetOutputNodeID, breaks highlighting but fuck it for now
3 Years Ago
Fix crash when changing subgraph on node with connections
3 Years Ago
Detect cyclic subgraph nodes
3 Years Ago
GetOutputNodeID has optional groupnode id so groupinputnode can know what group its for
3 Years Ago
Creating subgraph from selection now works Add subgraph manager so subgraphs can be shared across subgraph nodes (this breaks everything but I've gotta figure it out either way) Give subgraphs a context Subgraph manager sets graph for new subgraph context and sets context for their node manager Fix subgraph saving Set group input/output ids for subgraph node If we paste a subgraph node, clear the input connection map Resync group node input/output node ids in the node instead of node manager, slightly slower but removes dependency on CAnimNodeManager::GetGroupNodeID
3 Years Ago
Remove duplicate DescriptionAttribute
3 Years Ago
Move DefaultValue out of Internal
3 Years Ago
DefaultValue codegen complains if you're using the attribute when you don't need to
3 Years Ago
Remove Entity.Create<T>() and rename Entity.Create( name ) to Entity.CreateByName( name ) to hint that this isn't the only way to create entities ( you can use new )
3 Years Ago
Hammer entities become opt-in with [HammerEntity] - most game authors were having to do [Hammer.Skip] on most of their entities so makes sense to invert it Fix material icons not showing in Hammer's entity tool
3 Years Ago
Move Hammer namespace to SandboxEditor
3 Years Ago
Make Input.VR.Left/RightHand.ButtonA/B.WasPressed work within Simulate ( before this only worked clientside in FrameSimulate )
3 Years Ago
Hammer.Skip to HideInEditor, Hammer.SkipProperty to Hammer.HideProperty