244,582 Commits over 3,898 Days - 2.61cph!
Merge from uv123-tangent-basis-fix
merge from global_networked_bases
World Model optimization for USP (now included RMR red dot)
World Model for Trenchknife
Move to Tier1, remove Raster and just use Texture
Sandbox.UI
Abstract Sandbox.UI input, move over RootPanel, data classes, IPanel
Move BaseStyles into Sandbox.UI
Fix flawed equality logic
Add PhysicsBody.GameObject (for non entity)
Cleanup editor ui
Fixed tangent basis calculation for uv1, uv2 and uv3
tweak map and chest material
Merge branch 'main' of sbox-sausagesurvivors2
v_mp5: basic version of movement anim implementation
merge from ghost_sheet_fixes
Added OnTutorialStarted client RPC for setting any clientside tutorial defaults. Called when a player is spawned on the tutorial island.
Set ui.ShowUseBind to true as a tutorial default.
Initiall burst cloth setup
Added ui.ShowuseBind convar to toggle behaviour. Defaults to false.
Show use keybind on interaction/use prompts
v_mp5: merge fire & dry fire groups together
v_usp: merge fire & dry fire groups together
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
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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