252,783 Commits over 3,990 Days - 2.64cph!
Support for HSL hue units
Deg, Grad, Rad and Turn are now support:
`background-color: hsla(120deg, 75%, 50%, 0.4);`
Fix ColorOverlay not being able to get reenabled
Reduce strictness of HSL including alpha value
Web standards let this happen
`background-color: hsl(120, 75%, 50%, 40%);`
`background-color: hsl(120 75% 50% / 0.6);`
`background-color: hsl(120 75% 50% / 80%);`
are all considered valid
SCSS HLSA Color Parser changes for CSS4
Functional syntax support with HSLA( `/` for alpha )
Alpha is now optional in HLSA
Bonus commit because I forgot something
Update Hover to use new lag compensation methods (cheeky JIT low-hanging fruit xmas commit)
Fix divide by 0 and don't recreate multiple RTs when we hit our min scale
Downscale remaining scratch render targets
Initial support for resolution rescaling
Basic support for rendering to a lower or higher resolution
Removed unintentional face on Hop Stop
Improved ending section to be easier on Pop Rock
Rearranged map cycle and added Industry to list
Hammer: Write surface property names to temp file so it's not in game dir
Hammer: Write surface property names to file so map builder can add them back, fixes static props losing their surface properties
Playing around with shaders for the terrain
Forgot to save a material
WIP editor improvements (now has a UI and can delete entities as well as move them)
Update Towns.Common
Implement spawn tool
Implement the turret test NPC
Editor spawn fixes
Cleanup old viewinfos
Fix incorrect angle calculation
Use InvariantCulture when parsing time in scss too
Fix initial fgd autogen needing config folder to exist
Hammer: CToolPhysics::IsTargetSelected also checks the target parent, fixes grabbing map meshes that were box selected
Move with ground's angular velocity
Add in BaseVelocity when moving
Hammer: Fix physics simulation selection for map entities that have child map meshes
ModelDoc: Make ConvertPhysicsShapesToAoProxies work on box physics shapes
ModelDoc: Fix new animgraph save path
Add developer shader builder to workflows
Add compilation scripts for debug info
Introduce debug info flag for vfxcompiler
Introduce new header flag in shaders, "DebugInfo"
`DebugInfo = true;` in the shader header will now ship debug info with the header
Revert debug information when building shaders
We have a lot of "DevShader" flags internally, I don't think it's a good idea to ship 5gb of shaders
Fix model path spacing not being copied over
Hammer: Rework how model path data gets provided to world renderer builder and physics builder
Fixed missing uf_trigger_fall near start
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Updated map to fit checkpoint platform size
added leaderboard to wooden gaps
Player joined & left chat messages
Add a platform to checkpoints, placeholder platform model
Remove old checkpoint flag model
Make ShowDevHud static
Slight adjustment to avoid unwanted skips
Changed the start to reduce on major skip and adjusted finish
Adjusted Wooden Gaps based on feedback
Iterate on AOProxy batching
Added new map to rotation
Added work in progress map (Wooden Gaps)
Add option to orientate to path
Add option for model path spacing
Draw panel hovered in panel tree
Made Paint a global static
Added EngineOverlay and "paintoverlay" event
Added Widget.NoSystemBackground, Widget.IsFramelessWindow
PanelList highlights selected panel on engine view
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