253,282 Commits over 3,990 Days - 2.64cph!
Bent normals textures uploaded.
Scruffy long brown hair!
We have new hair! May need some slight adjustments to the shader to see what works best. Small adjustment to Longsleeve jacket.
Fix spawn command not loading model properly
Texture tweaks to large aircon set
made it more grimy and rusty, darkenned paint
renamed capital letters in lower case for clarity
Multithread DXT compression
Animgraph: Fix single frame anim nodes not setting context for tag spans, fixes <invalid tag>
Working on vertex attribute interpolation
Fix not being able to pan in TimingsView
Fixed particle collections deleting child objects which in turn try to double delete their own objects
Clicking a timing section will take us to that code
Spin the async queue during init to let things finish/continue
Don't wait for GetAuthSessionTicket
Update sceneobject flags, remove VR_ prefix
Create a UI that allows us to time load & compile times (#188)
Delete a bunch more code from other games and remove their rendering pipeline flags
Can't loot something with empty stash
Display control hints on screen in tutorial
Fix tutorial's perfect pedal glow
Some edge cases fixed
More edge cases
Last edge case?
Edge edge case
Stability
Magnet crane reverse steering improvement
Reduce magnet crane collision damage taken
Gave magnet crane wheels some more travel and adjusted wheel height
spawnfixes merge to main + skin stuff
Fixed item icon select sound playing when opening the inventory with an item equipped
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Add surface triggers to playground
Update UnicycleCamera.cs
Slightly raise trace end position when detecting view blockers
Update PartScenePanel.cs
Add uf_trigger_surface - define custom surface friction in areas
Added large building to the middle of the map
Update first_person_arms_punching.vanmgrph_c
FPArms: a bunch of little fixes and animgraph updates
More refactoring and fixes
Added SectionTimer
Flesh out ApplicationTimings UI
Add timings and flags everywhere
Adjust spawning code to work with some ragdoll setups (single body attached to root bone)
store last transition link
Moved a lot of the simulation around to allow for precomputation of various aspects. Removing the CPU simulation entirely.
position sample type tests
Material groups for wheely bin gibs
Added color variants for the wheely bin, and material skins setup
Aircon unit large - files
Merge branch 'master' of sbox
Remove valve_avi and quicktime_win32
sampling tweaks and fixes
Hold use for a second before opening lootable ui
Stop collecting item if not hovered
Press and hold item icon to collect an item, don't show lootable ui if target stash is empty now
GameData binding ( fgd stuff )
Bind MapDoc, MapNode, MapWorld w/ new handles, frame out how internal child nodes are handled
Don't use IHandle for mapnodes, pass them to a managed manager and reference by their HammerUniqueId_t. Still storing the native pointer in the class, we could probably roll a handle like system with the unique id.
Simple map outliner in C# for testing API
Implement entity gallery in C#