14,133 Commits over 1,583 Days - 0.37cph!
New Outfit Piece! - Police Hat
https://files.facepunch.com/daniel/1b2611b1/police_hat_present.png
LODs coming ASAP.
Citizen/clothing: posh dress skinning improvements + neck seam fix
Citizen/clothing: necklace LOD2 is in fact 3, not 2
Try using different SIMD function in IntersectSegmentTriangle as an attempt to fix rare raycast crash
Maybe fix a crash in state machines
Citizen/clothing: updated necklace (precise attachment rigging + jiggle + LOD0/2)
(Fancy collision method with the chest disabled while issues with cloth physics are being investigated.)
Some more docs
Make joining through Steam Friends work without the game being open
Citizen: fixed smile morphs (lipCornerPuller) not working
Test operator documentation
Merge branch 'master' of sbox
New Outfit Piece! - Hard Hat
https://files.facepunch.com/daniel/1b2311b1/hard_hat_01.png
Including LODs and some experimental jiggle bones.
Fix texture hotload for images loaded without '/'
ModelEntity documentation pass
Obsolete ModelEntity.MoveTo and related functions
Obsolete ModelEntity.MoveTo and related functions due to them not functioning:
* All MoveTo overloads
* MoveFinished
* MoveBlocked
* MoveWithVelocity
The plan is to eventually move this functionality to KeyframeEntity
Reorganize some ModelEntity properties
ModelEntity documentation pass
Documentation pass - Texture, SoundFile
Documentation pass
Obsolete Model.GetBodyPartMask methods + cleanup
These methods are only useful in engine as far as I can tell.
Added ability to join friends through Steam Friends (untested)
Acquire physics ref for scene model cloth so tools don't go releasing it out from under us
Add BrushEntity.Collisions, obsolete BrushEntity.Solid
Fixed prop_animated Collisions property not affecting Hammer
Fixed Hammer Physics sim not respecting non solid entities
Remove CAsset::IsVisibleForMod - this was causing addons assets to be invisible to other addons assets depending on the order addons were added..
This should fix cases where uploading a map wouldn't upload dependant assets from content pack addons seemingly randomly.
As well as let any addon assets see assets in our cloud path so they can resolve references properly.
Clothing reskin variations
Black Boots, Blue Sneakers, Brown Cargo Pants and Blue V Neck Shirt reskins.
Fixed ragdolls incorrectly stopping physics sim in Hammer
Fixes launching a ragdoll in Hammer and stopping simulation making the ragdoll unselectable, and spazz out/teleport when re enabling simulation on it.
Add SceneModel.ResetAnimParameters
Check if we can play map by checking if vpk exists, sometimes asset IsCompiled is false if there's a crc mismatch on something it depends on
Revert "Recompiled Assets" - these were recompiled on an old version
This reverts commit 3859bffe7bb821a43bb261084a1aa6ce35d1b0ef.
Up VTEX_LOGICIAL_CRC_VERSION - This is going to rename all generated.vtex_c and recompile vmat_c, I know this sucks but we have to do it because we've had a determinism bug in the texture compiler for a long time and that's causing our texture manager to shit itself when it expects everything to be deterministic.
Recompile all vmat_c
Remove these generated.vtex_c - how did they even get past the .gitignore
update stubble.vmat_c from merge
Model related docs
Renamed certain extension classes so they are accessible on asset.party
Fixed OOB crash in CModel.GetFlexControllerName
Make Model attachment, morph & bone methods throw on OOB
Black Leather Jacket Reskin Texture
Variation of the Brown Leather Jacket
Docs + Rect.Right and Rect.Bottom
Obsolete lowercase Rect.left/right/top/bottom
Added Margin.Top/Right/Left/Bottom and obsolete lowercase variants
Cloud Asset framework
https://files.facepunch.com/garry/671bcc85-b0e6-4d43-8669-eb4a84ee4a22.mp4
Small adjustments to Stubble textures
Documentation
Added BBox and Sphere overloads to DebugOverlay.Box/Sphere
Clothing Definition adjustments - Hoodie and Hawaiian Shirt
Adjustments to these clothing files to swap out when wearing long sleeve gloves.
New ...Skin! Adjustments to all the skin types
Adjustments to all the skin types, applying slight details.
Added ability to disable collisions for AnimatedMapEntity
Stripped down console system - tools can have console commands
Set locale for CQVectorEdit
PET: Add warning label to control point preview when asset needs to be saved first
Restore material state after Draw2D.DrawText, fixes Draw2D.DrawText breaks Draw2D.Color
Restored Asset.GetCompiledFile, fixes broken addon uploads
Deleting assets leaves the compiled file as junk currently. This will be fixed.
Asset.GetCompiledFile simply appends Source file with _c, mark as deleted when Delete is ran
AssetBrowser: Filter out marked for delete assets
AssetBrowser: Add "Delete Asset" option
https://files.facepunch.com/devultj/1b1911b1/2C4lP0lDqV.png
Another documentation pass
Add more convenience methods to EntityTarget and use them in base ents
Make source_entity argument optional
Added GetTarget, GetTarget<T>, TryGetTargets<T> and TryGetTarget<T>
Fix asserts when setting CurrentSequence.Name to empty string
Now acts as a default sequence for the model.
Damp a little more for water & the fade too
Saturate drag for splashes to prevent crazy waves
Convert reflection, refraction and ripples to attributes for water so the shader doesn't take 30 minutes to build
Revert these two materials