14,147 Commits over 1,583 Days - 0.37cph!
Fixed startup errors after asset is removed
adding decal/ material color variation. tweaked prefab vis contribution
FPArms: sequences & weightlists for finger adjustment layers + more prefabbing
Release MouseCapture on delete
Destroy mesh instance chain in CMeshSystem::DestroyMeshInstance instead of destructor. Fixes static props using first compiled vmdl on map recompiles.
FPArms: moved animations to subfolder
Added new version of ladder with materials https://files.facepunch.com/louie/1b2811b1/sbox_6hgmwJIpuB.png
Updates asset tags with new gibs
Merge branch 'master' of sbox
park bin - scale adjustment
park bin - adjusted scale slightly and reduced normal map gradient
Shirt - Integrated w/ LODs
A long sleeve shirt, which later on will come n handy for more modular outfits. Extra colour variations and graphic designs for this shirt possibly soon.
Fix EntityList filtering not working
Fix post process screen size not applying, but for real this time
Tweak Post Process (note @samzanemesis - still doesn't seem to be real world units, seems to be half distance)
Fix devcam post process not getting removed
Fix exception trying to remove component that doesn't exist
Right click create when AssetList source is a folder
Add TreeView.SelectSingleRow, Treeview.ScrollTo
Asset Browser, filter history, back forward mouse nav
Asset browser nav buttons
Add Toolbar.ButtonStyle
Add Option.IconText, Option.Menu
Menu.OpenAt can specify non modal
Asset browser options
Run SetInputActionManifestFilePath in another thread https://files.facepunch.com/garry/093759b4-0230-42dc-9052-3be800d88d41.png
More timings
Rename ToolDotaTileEditor to ToolTileEditor
remove src/dx10sdk, not using anything in here
Remove dx_proxy and dxsupportclean, not used by anything
Remove all dota game defines
Remove dota specific compilers from resource compiler
Citizen: more comments and clarifications throughout the animgraph
Citizen: fixed menu exit t-pose
Merge branch 'master' of sbox
Parking barrier - adjusted AO for animated version
Added citizen_sfm.vmdl
(Thanks to prefabs, this is literally just the same as citizen.vmdl but with the ScaleAndMirror node disabled. This is necessary if you want to use the SFM as an animation tool for the character.)
Don't make texture filename box yellow if not using right suffix
Allow dropping textures onto texture boxes in material editor
Enforce a standard layout on met, avoid fighting dockwidgets
Citizen: moved remaining ModelDoc nodes into prefabs
(BodygroupList, LODGroupList, MaterialGroupLIst, RenderMeshList)
Add Tools.Clipboard
Copy relative path works
Support for item view dragging
Hammer: Fix mesh selection tool not setting world space box select option on lasso
parking barrier clipping tweak
Merge branch 'master' of sbox
Citizen: moved (almost) every ModelDoc node into prefabs
This will facilitate "forking" the Citizen model into your own gamemodes while automatically keeping up-to-date with what we do.
adding decals, updating prefab, added rig/anim to parking barrier, renaming wheely bin skin
Merge branch 'master' of sbox
Fix Build-Retail-Managed not working
Add auto locks to light cookie manager, should fix crashes
Citizen: updated random attack expression weights
Citizen: reworked facial compositing so attack expressions can now take control of eyelids, and automatic random blinks can take place on top of these
Citizen: updated attack expressions
Update asset browser file view when we detect files added/deleted etc
Fix screen size not updating for post process
Only update changed assets on change
Add EntityComponent.IsSingleton, IsPredictable
Fix fog controller warning
Add ISingletonComponent
Revert "Add EntityComponent.IsSingleton, IsPredictable"
This reverts commit cb00272de0b9e3dc2ec2cf663cad39073e295168.
CameraMode uses ISingletonComponent, RemoveSingletons on component Add
Fix components not being updated clientside if they were swapped out for another one
Fix material errors
Make NavBlocker ShouldTransmit = false
Fix ForceStartGame warning
Fix NRE when Package.Tags is null
Fixed components getting fucked about after hotload/rebuilding the network tables
Hotload timings
Removing debugging, sealing some classes
Park bin - feedback changes
Scruffy long brown hair!
We have new hair! May need some slight adjustments to the shader to see what works best. Small adjustment to Longsleeve jacket.
Texture tweaks to large aircon set
made it more grimy and rusty, darkenned paint
renamed capital letters in lower case for clarity
Animgraph: Fix single frame anim nodes not setting context for tag spans, fixes <invalid tag>
Fix not being able to pan in TimingsView
Fixed particle collections deleting child objects which in turn try to double delete their own objects
Clicking a timing section will take us to that code
Spin the async queue during init to let things finish/continue
Don't wait for GetAuthSessionTicket
Update sceneobject flags, remove VR_ prefix
Create a UI that allows us to time load & compile times (#188)
Delete a bunch more code from other games and remove their rendering pipeline flags