253,347 Commits over 3,990 Days - 2.65cph!
Fixed magnet crane jittery driving feel (due to interpolation setting). Non-movement rotation is still jittery, that's a more ingrained issue.
Magnet Crane turning was still feeling too fast on a live server. Removed the additional steering torque.
Fixing unused keyvalues map problems now properly marks the map as changed
Player camera and movement adjustments
pipe tileset update
fake shadow particle effect
testmap update
FPArms: added all remaining finger adjustment controls
subtracting cs
69132,
69093,
69091,
68657,
68908 - reflex update causing compatibility issues with AMD GPU's, game running at 3FPS
subtracting cs
69132,
69093,
69091 - reflex update causing compatibility issues with AMD GPU's, game running at 3FPS
ParticleSystemEntity works better with map cleanups
Stylish Glasses, with 2 variations!
Some lovely glasses with 2 colour variations!
Water flow experiment but it's slow and sucks, stash it
Can publish individual models to s&works
Fix placeholder text
Set up main colours, gradients and fonts
Hackily wait for a while for the real thumb (we'll fix this don't worry)
Add Fonts + Beginnings of the Header
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Explicitly recompiled citizen.vmdl_c
Cleanup and namespace map editor stuff under Tools.MapEditor, MapDoc class -> MapDocument
SimplePolygonMeshDescription (mouthful) defines a set of n-gon polygons that can be turned into a half edge Hammer mesh.
Explicitly this is simple because vertices are repeated, this isn't performant but it's 1000x easier to do simple things, I'll probably add an additional advanced API for nerds.
This will merge coincident vertices on the Hammer mesh if set and within a tolerance.
Opening menu on org property waits for account information
AddonManifest accepts single assets
AddonUpload show error if manifest post returns
Add Pixmap.GetPng(), GetJpeg, GetBmp
Upload asset thumb
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Add Button.ButtonType
Tweak org property
Cleaning up methods for height query. Can now query height for any time and state.
Use propertysheet for this
Add Asset.MetaData
Formalising "valuechanged" stuff
If make used by/using lists in inspector need double click to inspect
Save publish info to meta on change
New eyebrows WIP - Fixes to blendshapes soon
The base eyebrows for Terry have been hidden and a new pair of eyebrows can be used.
merge from LoadingScreen_02 (minor fixes)
fixed more text overflow issues
Add Sandbox.Tools.Test
MetaData class, tests
merge from LoadingScreen_02 (fixes / improvements)
Traffic cone - normal map adjustment
Added some test commands and updated water texture for testing
Asset Inspectors gets passed the asset info the constructor
AssetType has type statics (Model, Animation, Texture)
AssetInspector add publish UI for model
Give water a little texture and have it attentuate sunlight
Update submodule and vmat
Ability to disable n dot l diffuse lighting
Allow shadows to pass through translucent objects
Namespaces
Can just use asset picker for image files.. show thumbnail of selected asset in object form
Use correct material when creating render layer
Don't alpha test unless specified
Actually use the water texture