240,964 Commits over 3,867 Days - 2.60cph!
merge from /building_skins_3/building_skins_4
QHammerMainWnd is a managed DockWindow, start moving Hammer dock widgets over to DockManager
Everything in hammer is added through managed DockManager
Asset browser doesn't need to be made from native, use [Dock]
DockManager manages View toolbars menu, delete all native for it
Dock widgets dont need to be QDockWidget anymore
Use StateCookie to save Hammer layout, add a default layout
Dracula cape mesh/textures
WIP prefab setup
merge from building_skins_3/building_skins_4
added roof_bitumen_panels tileable material
Added Tags to Surface (HasTag, HasAnyTag, HasAllTags - define tags in resource)
Remove ClientEntity.HasPermission (unused)
added gibs to the single weapon rack item
updated prefab
subtracting private bundles for brutalist
Fix up editor for entity workflow
Leaderboard backup, run #5909
Minor DofExposer rewrite, create a new post process volume with a higher priority and let the component manipulate that instead of fighting with existing dof handling
DofExposer is now part of the MainCamera prefab and disabled by default, should have no impact on regular gameplay
Fixed several issues resulting from the exposer component using .profile instead of .sharedprofile
Multiple dofexposers in a scene should now coexist peacefully since they don't affect any global state, just modifying a local post process volume
Shadergraph: Save prompt when closing with unsaved changes
Remove global light usage (used in dota pipeline?)
Remove unused deferred_light files
Delete sprite entities, mostly to get rid of the toolobject
All deploy objectives now display a ping showing where they need to deploy the desired entity, only works in the tutorial
Leaderboard backup, run #5904
Texture editor (#1259)
Creates 2D textures and basic 2D sprite sheets to avoid having to write vtex and mks by hand
Load sheet data from vtex json
Load from sheet data if we have more than 1 image
Trim the bullshit from vtex json, we only care about 2D and sprite sheets for now
Creating texture through context menu with multiple selected textures creates sheet
Custom button drawing for list property so they don't look awful
If we open editor with vtex with dmx encoding, just create empty texture file
Property sheet target can now just be the texture file
Only mark as modified if json has changed
Leaderboard backup, run #5903
▇▄▆▊▆ ▆▆▍▍▉▆ ▉▇▉▇▄▊ ▊▌▉▆▋▌▇
Updated ingore config to include full path to midi binds config
Leaderboard backup, run #5902
Leaderboard backup, run #5901
Fix cache button visual defaulting to true even though it is false
Set known Game.Server fields when running Game.Menu.StartServerAsync (sboxgame/issues#3980)
Decrease block increment size, can get finer selections (i.e PackageCard modal button)
Fix FindPanelsAt never finding more than 1 panel
Prioritize pinging serers that have never been seen / cached first
Unlock ping DB when playmode stops (so you can debug db in editor)
▆▋▊▍ ▊▆▊▍▍▊▇▆▌ ▇▋▄▆▋_▊█▅▌▉▉▋▌_▆▄▋▆▄
Undo changes to input.GetCursorPos
Causes issues with spawnicon editor, and probably other addons too.
Delete serverplugin_empty.dll
Fixed crashes when accessing out of bounds flex controllers
This fixes crashes when rendering spawnicons of models that have more than 96 flex controllers. Probably fixes other cases as well.
Leaderboard backup, run #5900
Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling
Angled fence panel
Bare concrete colour adjustment
BoxShooter can only grab Prop models
Make Hammer gizmo sceneworld get added to view again
Use cached ping value to sort servers (since we can't update a struct's ping)
Set default ping of server to cached value
initial terrain_embankment_a commit
delete unnecessary texture map
General tutorial server compile fixes
Fix client compile error in TimeChange
merge from time_progression