250,302 Commits over 3,959 Days - 2.63cph!
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Citizen/animgraph: improved turn poses (and enabled them) as well as standing shuffle
Don't hide compiled assets if no source file is available
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- More logs
- Call set tow id with detach
Re-implemented FilterAssetTypes in AssetBrowser and CloudBrowser. ResourceControlWidgets will now only show the selected resources
Unify "Show In Explorer" icons in Asset Browser
Don't show Games in the Cloud Browser. Don't include in type facet
Show 'open with' dialog if we can't open a file
Set hammer material when selected (both in cloud and asset browsers)
Moving selected facet dropdown entry fetches from current facet entries rather than copying
reduce root motion strength on dracula cape BC assets (visually feels about the same, but less likely to explode on vehicles)
- Additional Logs
- Codegen
Don't show the menu path for custom assets' file type, just the title
Add "Open File Location" shortcut for files in search results, meta locations etc. Tweak context menu icons.
Initial work on seeing the actual tow connection as ropes:
- Towing Visuals attempts to connect x connections -> y connections using OneToMany or ManyToOne approaches
- Horse now syncs the entity id of the entity its towing
- Created TowingVisuals class which creates and manages rope connections
- Uses FakePhysicsRope to connect up and simulate ropes
- Setup base prefab
- Setup catapult towing visual connection points
Tex2DBicubic uses generic hlsl, make DoF compositing use bicubic filtering, makes it look nice even at lowest quality
https://files.facepunch.com/sam/1b2811b1/jXqgNeXnCK.png
Explicit quality level for DoF
Focus Gap in world units and outside the shader
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Merge: from profiling_improvements
Removes boxing allocations in Pool.Get and Pool.Free in Editor context.
Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
Merge: from main
Tests: none
Fix asset icons at 16x16, centre
Use 16x16 icon for unknown files so that doesn't get cut off
Pretty up file modified date, standardised w/ leading zeros so it's nicer in column view
Update: Make Pool capacity waste tracking off by default
- Added an editor-only command to enable it, "pool.memory_overhead_tracking_enabled"
- Cleaned up implementation a smidge, left a comment explaining where the box is coming from
- "pool.print_memory_overhead" skips entries with 0 overhead
I couldn't find a way to avoid boxing in a generic call, so I decided to disable this telemetry gathering by default to avoid muddying profiler data.
Tests: in editor on Craggy started a normal session, couldn't see allocations in the profiler. Overrode the startup params and was able to see the overhead table printed out when invoking cmd.
Fix error from API change
Don't need these Hammer prefab templates anymore
Add "Create Game Object" button to Hammer outliner
Don't try add menu project if we're headless
Merge from ai_wolf_iteration
Make wolves reposition between attacks to vary the angles, instead of spamming frontal attacks
merge from AnimalRagdollUpdate
Fire fire blocking the wolves unreachable behaviour from triggering
Update decals_subrect.txt
New version from HL2, adds 2 new decals from Portal 1
Update serverevents.res
`player_say` includes `teamonly` field.
Use full paths for engine asset locations
TTT: check data_static for rearm scripts for use in workshop addons
Reduces wolf odds of trying to resist fire
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Fix wolves counting themselves as an ally when deciding if it's worth fleeing to call reinforcements and come back
Add 'copy absolute path' option
Find root paths automatically instead of just using current project
Show base, citizen, and core
Better sidebar separation
Hide cloud browser when not requested
Limit file count for now, need pagination
Docs
Apply it to some other volumes too
If we're headless, we should shut down SteamGameServer when disconnecting from network system
Pass actual version into SteamGameServer init for version. Test server list cmd
DistanceAttenuation bool is now used again
Rename `Attenuation` to `Falloff` with better Curve initializing
SoundComponent gizmos no longer rotate with the GameObject
Change default Distance value to something closer to the previous default
Updated default curve to feel more like the previous range calculation. Added some more curves to CurvePresets
Created JsonUpgrader for SoundEvent which tries to maintain previous range settings while resetting Volume to 1. Doesn't perform changes to 2D sounds or sounds without DistanceAttenuation
Moved SoundEvent into Sound folder
PreviewSound dragging is more intuitive. Removed logs
SoundEvent Upgrader fixes/adjustments
some tighter rock placement at missile silo, grass splat tweaks, rebaked hm
cleared tunnel obstruction in military_tunnel
When tying a MapMesh to a MapGameObject add ModelRenderer and ModelCollider automatically
Add jsoncpp so we can read/write json properly without fucking around with kv3
Add CMapGameObject map node with managed counter part that wraps a GameObject
* Hammer world's Scene uses HammerSceneEditorSession
* Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now
* Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos
* More explicit HammerEvents. Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values
* MapGameObjects can be tied to MapMesh and generate model geometry
Add MapSourceLocation for editing action graphs in .vmap files
* Open source map when inspecting graph from .vmap
* Parent action graph editor to hammer window if editing map graph
Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene
Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority), clean up MapView loop
Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject
DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly
QOutliner: Remove hidden entity list
QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away
[~] ModelRenderer don't default to box if Model is null
InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject )
Hammer Scene is serialized entirely in MapWorld & written into VPK as world.scene_c
MapInstance: Load from SceneFile from inside the VPK (A little more logic because we don't normally read managed from VPKs)
Added all temperature tea recipes (base ones are placeholder ingredients)
Added recipes to mxing table recipe list.
various fixes for cave_large_hard, cave_large_medium, cave_medium_medium, cave_medium_easy
Only try to filter by asset type if we have any filters on, fixes excluding most files from search
Cache arrows item definitions so that they can be used for comparisons in code, instead of relying on comparing hardcoded names