275 Commits over 1,127 Days - 0.01cph!
Extra Vis Hint Options + Fixed boxes on Vis Hint & Info Cull
Fixed numerous prefabs and tilesets + a few new tilesets
Removed missing models from avatar map
Moved the rest of the assets to Asset Party
https://asset.party/facepunch/sboxassets
-This should be all the assets moved over now, I may have missed a few uploads
Minimal Template pawn use Cloud.Model Watermelon
Fixed blend paint gizmo not showing
Correct file path for error sound
Extra controls in sound editor
Moved road sign decal to asset party
Move more assets to asset.party + remove old content
https://asset.party/facepunch/sboxassets
Moved more core assets to asset party
Move Rust vehicle parts to asset party
https://asset.party/rust
Cleaned up template vmap (removed missing models)
Allow drag and drop for skybox materials.
Creates a env_sky, Materials must be tagged with "sky" or "skybox"
Moved Rust content to asset party
https://asset.party/rust/rustassets
Moved glass to asset party
https://asset.party/facepunch/sboxassets
Move nature models to asset party
Moved more models to asset party
https://asset.party/facepunch/sboxassets
https://asset.party/facepunch/citizenassets
Moved roof trim and metal trim to asset party
https://asset.party/facepunch/sboxassets
Moved more core assets to asset party
https://asset.party/facepunch/sboxassets
Updated avatar menu map
Moved hotspots and some models to asset party
https://asset.party/facepunch/sboxassets
Removed models from /core that are uploaded to asset party
Updated avatar menu map
Improved Clothing Icons
Added IsHDR to ColorProperty -Alex
Improved Asset thumbnail lighting + added cubemap
Improvements to asset inspector
https://files.facepunch.com/louie/1b2311b1/sbox_OULTXaz5Pm.png
Migrate usp over to sbox-assets to upload to asset party
Only show new lights gizmo in Select mode
https://files.facepunch.com/louie/1b0811b1/Hammer%20-%20%5Blouiestuff.vmap%20_%5D%202023-05-08%2012-33-21.mp4
Adjusted Rect light editor model
Hammer gizmos using the ISceneView now
Iterate map entities, find their matching type and call static method DrawGizmo within a Gizmo.Scope
Move Hammer Gizmo instance to be owned by MapView
Move rest of HammerGizmos to Sandbox.Tools, call static DrawGizmo on entities
ui_text shader works in Hammer now (why do we need ToolsVis mode for this?)
SerializedEntity: right now it's just an accessor for MapEntity keyvalues
Managed gizmos suppress native Hammer manipulators.. doesn't work in some cases, probably need to do a different way
Hammer: managed traces add their trace info within list of native Hammer traces, can order themselves alongside native traces so we don't cock block others
Wrap map entity in a static EditorEntity class, expose if it's selected, transform, etc. usable within game code.
Fixed non c# entities giving error
Fixed non c# entities giving error
Fixed sboxgame/issues/issues/3224
Clean up template maps
Updated preview flat (modeldoc testmap)
Fixed several materials having incorrect surface
fixed security shutter length
Fixed telegraph material appearing corrupt
Compiled assets
Cleaned up Avatar scenemap
https://files.facepunch.com/louie/1b2211b1/sbox_Qe0ssZYAVe.jpg
recompiled assets
Update Avatar menu to use a scenemap
https://files.facepunch.com/louie/1b2111b1/sbox_wxqnWOl94W.jpg
recompiled files
Removed unused from Map Properties window
https://files.facepunch.com/louie/1b1911b1/sbox-dev_0orABUenHL.png
fixed bullet not facing forward
added ejection particle for 9mm bullet
Remove dupe of silencers (oops)
Clean up USP model
Fixed not facing forward
Added attachments (like the Rust guns have)
Added hold_R bone on world model
Added AO Proxies
Added collisions to all models
Added separate silencer models to use
Allow dry suit to be used with rebreather
Add SceneMap class that renders map geometry in a scene world
Get entity keyvalues from world ref, try to create scene objects for anything with a model
Bind the IToolObject stuff and test it by creating env_combined_light_probe_volume
Remove itoolobject binds, start with creating cubemap scene object from keyvalues
Create cubemap with handshake and arrayindex from kv
Set cubemap transform before updating bounds and calculating SH
Create scene object for light_environment
Fix sunlight facing wrong direction, just pass in the direction instead of rotating the scene object
Create skybox scene object for env_sky
Create scene entities using library and alias
Cascade distance and resolution for sun light
Delete scene entities when scene map gets deleted
Create scene object for point_worldtext, not really needed but a good opportunity to see how we can remake this entity
Create scene object for light_spot
Add SceneLightProbeVolume
Text alignment and color for point_worldtext
Create const buffer for light probes to make them work
Create scene object for light_omni
Only free transient scene worlds of the game host type
Expose the other options to CreateWorldInfo_t so I can experiment with them
Add temp preview dock for maps so bakscratch can test it out
Compiled toolscenes