253,391 Commits over 3,990 Days - 2.65cph!
Update Steam client libraries
New Full Outfit - Medieval Outfit
For the King! Something a bit out-there. We have this nice new full set of clothing, chest armour - chainmail - and leg armour. All integrated and LOD'd. Works with other modular clothing pieces to create some fun results. More feminine outfits around the corner.
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A little better maybe but still screwed. May need a general re-think.
Namespace Hammer/MapDoc under Tools.MapEditor
Add a simple MapMesh API for creating simple n-gon polygons programatically in tools addon layer
Move Hammer Block tool to C# addon layer, developers can implement any geometry shapes using the simple polygon mesh API and full hotloading.
Ported the following shapes to C# so far: Quad, Block, Cylinder
Cleanup naming of everything, create the tool interface in a more sane way, port over more primitives.
* GeometryTool -> BlockTool, keep the naming consistent with Hammer, it is a blocking out tool after all
* Geometry -> PrimitiveBuilder
* SimplyPolygonMeshDescription -> PolygonMesh - way less insane and future proofs us to binding it with CHammerPolyMesh, different ways to use it can be done on the class
* Port Spike and Hole primitives, Linq makes them super easy to do
* Hotloading triggers an update on the block tool, so when creating PrimitiveBuilders you see the changes straight away
* Glue "Orient to the 2D view plane direction" checkbox to set the option in native
Add Sphere primitive to C# block tool
Add Sphere primitive to C# block tool
Trim panel InnerHtml content from labels
Map, Achieveemnts, Customize views :bug:
Don't recreate Steam Api in dedicated server, so ip and steamid doesn't keep changing
Strip some tv relay stuff
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East monuments splatting WIP
Only show download UI when downloading
reset this shit here because they allocate arrays based on the number of bones, and while they change when the model handle changes, the model handle might not have changed (because it might have just changed from an error to loaded)
On client model download, reload the model
Reallocate CCompositeParentSpaceState if bone count changed
CBodyGameSystem always RegisterToolsResourceListener
Try to deal with broken resource reloads by restoring their old models and clearing the list
snowmobile update
separated front and rear lights into their own materials (not textures) so they can be lit independently
merged the lights to the main mesh so it's only 1 prefab instead of multiple.
hopefully not broken anything
Particle effect picking up health and life
Render AO on dynamic objects, don't render it on monitors
Refactor aoproxy code, add stub for cylinder aoproxy shape
Jumppad support
Update local.platformer.fgd
Entered new area hud
Achievements, beginnings of customize tab
Pass opacity to lightmapper for foliage shader
Allow models to have textures in RT bake preview
Fixed rails missing from world file
adding decals and material color variation
Merge branch 'master' of sbox
Tutorial door stays open while you're on green square
Namespace Hammer/MapDoc under Tools.MapEditor
Add a simple MapMesh API for creating simple n-gon polygons programatically in tools addon layer
Move Hammer Block tool to C# addon layer, developers can implement any geometry shapes using the simple polygon mesh API and full hotloading.
Ported the following shapes to C# so far: Quad, Block, Cylinder
Cleanup naming of everything, create the tool interface in a more sane way, port over more primitives.
* GeometryTool -> BlockTool, keep the naming consistent with Hammer, it is a blocking out tool after all
* Geometry -> PrimitiveBuilder
* SimplyPolygonMeshDescription -> PolygonMesh - way less insane and future proofs us to binding it with CHammerPolyMesh, different ways to use it can be done on the class
* Port Spike and Hole primitives, Linq makes them super easy to do
* Hotloading triggers an update on the block tool, so when creating PrimitiveBuilders you see the changes straight away
* Glue "Orient to the 2D view plane direction" checkbox to set the option in native
Asset compile
Fix jump velocity being straight up when only slightly tilted
Fixed raycast system not properly handling meshes with multiple sub mesh indexes
Citizen: adding a couple more aim matrixes (no left-right yet)
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Zipline mounts now save
Increased the radius of the trace to reduce chance of lines being set up too close to solid objects
Server now determines and sends tangent data for the front and rear wheels, allowing the client to rotate the wheel bogies to match the angle of the track. Added to WorkCart. This still has some issues to sort out so committing to a branch for now.
Added a method to TrainTrackSpline to get a tangent from the lookup-table points. Also auto-formatted a few of my train classes to Rust standard formatting.
Update sbox-voxels submodule
Have the lightmap queue a full update when it becomes dirty
Update mesh immediately when ready and perform initial torch/sunlight update in thread
Ported some train engine code back into BaseTrain for future wheel work
Add PrefabParameters to powerline platform
Don't copy texture using shaders on nvidia hardware, isn't needed for video encoding on nvidia and could fix driver bug
Don't collate train tracks on the client, it's unneeded