3 Years Ago
Updated Citizen blendshapes. Updated Citizen AO now you can sometimes see the inner lip TreeNodes support context menus, added context menus to asset browser folders Create in folder options Loading screen can access game/map packages Don't let Hotload see some sensitive fields Add Label.Indent, Label.Margin, Label.Alignment Add AssetType.Icon128 Add Widget.ReadOnly Add OneWayBind Added Asset.Compile() Asset Inspector basics Fixed ArgDelegate.FromInterop ignoring the second argument for native code Fixed obsolete warning in AnimEntity Stubbed out QBrush and QPen so we don't actually use them Rename CDataModel to CManagedDataModel because it's creating confusing conflicts Added SceneWidget Fixed selfillum bleeding on studio light projector Animgraph: Allow zooming while dragging a connection Make IgnoreAssetDirectory more robust so it doesn't ignore folders like "objects" because it has "obj" in the string true & false are now valid values for convars Add ability to toggle SDF reflections in the settings menu Add ability to toggle SDF reflections in the settings menu Rebuild sbox_glass, recompile glass material updated prefab, textures/materials updated door prefabs, added nav blocker to some existing breakable (created new ones), added parameter to cctv/projector prefab glass material/texture pass added pebble alpha trim fixed normal on riverbed texture Use a better cvar name for reflections Add video setting for water ripples GameTask.CompletedTask and GameTask.FromResult<T> Add generic return type to GameTask.FromResult Hammer: Add zooming and panning to fast texture tool so it's a bit more usable https://files.facepunch.com/layla/1b1211b1/sbox_TQOriGr5yY.mp4 Hammer: Experimental support for baking tilemeshes when exporting selected object to model https://files.facepunch.com/layla/1b1311b1/sbox_TgbMC0BNya.mp4 Set additive blending feature to be in the correct section, allow features.minimal to be compiled again model/ prefab update for breakable/navblock Move from invscale to scale