256,016 Commits over 3,990 Days - 2.67cph!
mission providers now have a map marker
apartment letter box - clean grey and silver skins
Apartment Letter Box
apartment letter box - AO adjustments
Merge branch 'master' of sbox
Update materials and atlas
Force voxel atlas to generate POT textures
Remove some debug stuff
Draw world debug stuff in overlay
Navigation grid generation
Debug overlay for nav grid
Add InGame, MapName, GameIdent to Tools.Globals
Inform tools when game loop starts / ends
Update Launcher icons on gameloop update
Stop button gets disabled when it's not needed, play button turns into a restart button when in-game
Backup 2022/07/05 19:40:00 UTC
Removed stone_block_support_hue
Removed old blocks (plastic)
Updated atlases for fungus texture
Update voxel model to have indirect lights respect voxel brightness
Delete voxel point light correctly
Have source indirect lighting respect voxe lighting brightness
Merge branch 'main' of sbox-corewars
Slight stone texture adjust
Allow [Change] callbacks for ConVars to be non-public
cw_show_all_blocks will show all blocks in the editor block list regardless of its ShowInEditor value - useful to preview blocks in-game
Modeldoc: Don't apply scale modifier to helpers if it's disabled
Fix vehicle_sensivitiy typo & update phrases
Removed settings button, embed it in the combo box list
Also added a check to ensure we're not displaying content/tool/model addons in generated configs
Removed unused code, cleanup
Update to support loading from any drive
Update voxels + atlas files to support loading from any drive (I hope)
Merge branch 'main' of sbox-corewars
Fix render attributes not holding onto textures causing them to be deleted when render attributes still needs them
Set status of loot panel if oven is on, fix loot panel controls
Fixed replay particle simulation rate !switch
Fixed case where $version would check the wrong file's version !release
Moved Tools toolbar to the left of the Editor
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Fire exit - lods, self illum and terry skin
Merge branch 'master' of sbox
Citizen/animgraph: hooked up swimming idle anim
Animgraph: Allow bone merged models to be enabled/disabled
Fix incorrect morph position delta scaling
Merge branch 'master' of sbox
Remove Legacy Compile Collision Mesh
Remove CBaseEntity::FVisible
Ceiling and round light - breakable light prefabs
Merge branch 'master' of sbox
Hammer: Remove large toolbar from map window, tuck into a small layout icon button - I'll probably shuffle some things from the "Fullbright" menu into this still. Also fix the icons for these layouts using the wrong path.
https://files.facepunch.com/matt/1b0411b1/sbox_tVMBcvmiCL.jpg
Don't open the legacy asset browser on startup, make it so you can access it easily from the tools menu bar still though for now
Silence steam audio Embree init message by default
mesh glue cleanup
Fix underwater fog when using FSR
fire extinguisher - mount lods
Merge branch 'master' of sbox
Citizen/animgraph: idle optimizations
Added the previously on-the-fly variants of the idle additive as "pre-made" animations. This reduces the overall number of nodes & animation fetches.
Fix baked volumetric fog
Fix glow outline on water
ModelDoc: Apply scale and mirror to helpers
Enable scale and mirrors on hitboxes again
Don't depth test on DebugShowHitboxes
Modeldoc: Apply all scale and mirrors to helpers seeing as there can be multiple of them
Unset D_ENABLE_INDIRECT combo on volumetric fog shader and leave it always on, indirect volume lightmap is also used for baked fog!
Add clip planes for spritecard, should fix physgun trail clipping on water
Iterate on ModelDoc default layout widget sizes
Make asset inspector preview/dependencies take a bit less space
Fix up toolbar styling for dropdowns
Reduce default min width for qt combo boxes
causes issues in tools and auto shrinking
Citizen: HitboxSetList is now scaled correctly following ScaleAndMirror fix
New Outfit Piece! Tactical Gloves
New tactical gloves to finish off the Tactical Gear outfit! Including LODs.
https://files.facepunch.com/daniel/1b0511b1/Photoshop_N0hdJRjcxj.jpg
As well as this, we have some adjustments to the skinning of a few assets, tactical vest, leather jacket, and longsleeve shirt and jacket.
Merge branch 'master' of sbox
ModelDoc UI tweaks
MaterialGroup UI - fixed text contrast & made the editor able to shrink to fit node editor width, no more horizontal scrollbars
RenderMeshFile UI - reduced size of "Excude by default" text and allowed it to shrink to avoid horizontal scrollbars
Animations Controls widget/tab - reduced minimal required horizontal width
Merge branch 'master' of sbox
Fix depth prepass not working
ScenePanels now handle MSAA properly
Reserve launcher toolbar in EditorMainWindow
Add launcher widget, remake it and add to toolbar on refresh
First draft for launch config editor UI
Pass toolbar ref through event instead of exposing singleton
Remove ConfigListView, ConfigPropertySheet, start writing configs to cookie
https://files.facepunch.com/devultj/1b0311b1/sbox_7WhaYhvFjc.mp4
Can generate launch configs from addon configs
Toolbar grabs launch configs + analyses enabled addons, hook up play/stop buttons
Add PropertySheet.PropertyUpdated
Remove Auto prefix from generated options, give them icons instead
Remove unnecessary layout on LaunchConfigEditor
Fixes "Attempting to add QLayout" warning every time it's being made
Update launcher combobox style, button style, clean up
Fixed launch combo box vertical alignment
Persist the last selected config and select it on load
Stop selecting multiple list view items, scroll to item if possible
Additionally, select our new config when creating it
Merge branch 'launcher' of sbox into launcher
Citizen: AO proxies are now scaled correctly following ScaleAndMirror fix
Merge branch 'master' of sbox
Start implementing rule system
ScenePanels now handle MSAA properly
Load chunks in based on x,y distance only
Fix depth prepass not working
Light switch tweaks in the gas station and supermarket
Material tweaks
optimised some 3p reload anims
Strip out as much collisiongroup stuff as I can stand right now
Enable BaseWeapon shooting players
Fixed terrible mistakes
Changed handling of global_SkyReflection / unity_SpecCube0 because global_SkyReflection can't be set at edit mode (global_SkyReflection now only used in mesh decals and water system, will need testing if it's needed elsewhere)
Reduce default min width for qt combo boxes
causes issues in tools and auto shrinking
ModelDoc UI tweaks
MaterialGroup UI - fixed text contrast & made the editor able to shrink to fit node editor width, no more horizontal scrollbars
RenderMeshFile UI - reduced size of "Excude by default" text and allowed it to shrink to avoid horizontal scrollbars
Animations Controls widget/tab - reduced minimal required horizontal width
Merge branch 'master' of sbox
New Outfit Piece! Tactical Gloves
New tactical gloves to finish off the Tactical Gear outfit! Including LODs.
https://files.facepunch.com/daniel/1b0511b1/Photoshop_N0hdJRjcxj.jpg
As well as this, we have some adjustments to the skinning of a few assets, tactical vest, leather jacket, and longsleeve shirt and jacket.
Merge branch 'master' of sbox
Citizen: HitboxSetList is now scaled correctly following ScaleAndMirror fix
Backup 2022/07/05 13:40:00 UTC
switched other states to use path nav.