14,130 Commits over 1,583 Days - 0.37cph!
Documentation pass
Hides Prop.weldParent, Prop.childrenProps and Prop.clonedShapes
TagAttribute can now accept multiple tags at the same time
Add Hotload.AssemblyResolver, warn if not assigned when needed
Set HotloadManager.AssemblyResolver for client / menu / server
Fixed some histograms being offset horizontally
Only show histogram markers that are in range
Fix double filesystem dispose with addon config
Closes #498
Split Hammer save/load logic into different file and document all the internals so anyone other than me can know what the fuck is going on
Fixed Resources not loading when networked from server
Fixes shatter glass being invisible for clients who are not the host
Updated all surface assets
Added grass surface & footsteps
Add description attributes to Surface asset for the editor
Make "clear" option available for "Unknown asset" in AssetProperty editor
Fixed "Collection has a fixed size" error when trying to remove items from an array in an asset
ModelDoc: Clean up code for new morph frame compiling now that we know it works
Calculate lod level clamps to max lod level of model
Citizen/clothing: misc. fixes
Documentation pass
Dirt footsteps for testing
Documentation pass
Obsoleted Soundscape.MasterVolume, Surface.Dampening, Surface.Sounds.SmoothScrape and RoughScrape on the account of them not being used anywhere
Try compiling morph frames with an empty weight list instead of setting bones to bindpose
Throw ObjectDisposedException instead of NotImplementedException when accessing a disconnected clients pawn
Fall back to fetching top scores if no scores around user
Revert "Add some extra checks for file watchers"
This reverts commit 00719712d06cd2ea5f06166a561c640476dd3409.
Add some extra checks for file watchers
Citizen/clothing: buttoned shirt LODs
Added Leaderboard.GetHistogram()
Basic leaderboard histogram drawing
Show markers on friend scores in histogram
Documentation pass
Hidden Water.Think
Obsoleted Water.EnableShadows, EnableFog & EnableRefraction
Hidden GradientFogEntity.TickFrame, ParticleSystemEntity.OnMapCleanup, PrecipitationEntity.ClientTick
Implemented ParticleSystemEntity.SetControlPoint
Hidden SoundEventEntity.OnStartSound, OnStopSound
Made SoundEventEntity.StartSound, StopSound public
Added srcds genereated file to gitignore
Documentation pass
Cookie system does backups on save, add warnings on load failure
Trying to track down an issue where all cookies get reset
Hide a bunch of internal entity methods
Do not fire BaseTrigger outputs if its disabled
Renamed TriggerMultiple.Wait to Cooldown
Citizen/clothing: buttoned shirt skinning pass
Fix color picker stomping hsv sometimes
A working example for the VirutalScrolling ui test
Citizen: more misc. fixes
Make _metal and _trans suffixes actually work in create material from image
Fix addon editor getting squished and not scrolling
Asset Browser: use User order for cloud assets so you see your shit first
Asset Browser: can search for cloud materials
Hammer Asset Browser: double clicking a cloud material will install and set the current material to it
Citizen: further updates & misc. fixes around the head & its shoulder seams
Previously updated clothing included in this commit
Documentation pass
Internalize BaseFileSystem.Watch/Watch(string), WatchEnabled
Only used internally.
Added PhysicsPoint.Transform
Added debug overlays for constraints (ent_text), clean up accessibility & docs
Allow non power of two textures in materials, strip some gameinfo image preprocessors code we'll never use too
Can publish materials to asset.party same way as models
Add global:: to codegen EditorBrowsable attributes to avoid errors if the class has a property called System
Complain when sending too many console commands
Fix exception when uploading over 2gb
fix docs for Material.AmbientOcclusion
Fix Vector3 left & right documentation
Fix anisotropy spelling error
Just code cleanup to make diffs easier, NULL -> nullptr that sort of shit
Backport improved DX11 buffers; these changes mainly focus on structured buffer alignment
Remove DX9 only concepts from binding buffers
Kill IRenderContext::SetUserClipPlane (Not supported since DX9)
vfx_dx: remove dead dx9 code
Smarter binding of UAV slots to not conflict with RTVs
Fix MAT_OP_STORE_RS_MULTI_SAMPLE_ENABLE never working
Backport GPU Buffer methods ( we should be using these for tiled / transform buffers ideally )
DX11: IBs get their SRVs bound differently to VBs
Merge fixes from Valve for DX11 renderer - nothing massively major here, some asserts, wrong enum fixes, CopyTexture can use DX11 CopySubresourceRegion instead of shaders
DX11: ensure there is always a viewport set for a draw - fixes warning "There are no viewports currently bound. If any rasterization to RenderTarget(s) and/or DepthStencil is performed, results will be undefined."
Delete all source files for DX9 & OpenGL renderers
Animgraph: Rename "Models" dock to "Bone Merge" to make it obvious its for bone merging models
Fix ConsoleSystem.SetValue not setting native convars
Drop the title label too since it's pointless now
Show only SM5.0 attributes in material editor
Queue scale changed for cloth, fixes child cloth not updating scale
Should fix OverflowException
Documentation pass
Hides Breakables.ApplyBreakCommands