223,909 Commits over 3,684 Days - 2.53cph!
Made power arrow unlit to make more visible
Updated hole 4
Fixed missing rail on catwalk tileset
Updated hole 4
Update minigolf_funland.vmap
Update tileset_golf_basic_128.vmap
Drop thumbnail dynamic combo from cpp
Account for child particles for particle thumbnails
Remove thumbnail dynamic combo
Minor cleanups in entity files
ent_path_platform improvements
Added "WarpToPoint" input
Added "Length" property (used for turn angles)
Fixed turn angle calculation when using non default Forward Direction
Added 'movement_path' entity, which has extra properties and outputs for ent_path_platform
movement_path has OnPass output and "Speed" property.
Tweaked hole 1
Added hole 2
added hole 3
added hole 4
Updated main map with new holes
Tweaked tilemap
Create spinner_l.vmap
Create spinner_wheel_1.vmap
Disable reflections when we run out of memory
Fix 1px border in high quality reflections, fix hq reflections being offset when using non-dev console
Arctic base scientists now spawn with a 50% chance to be able to use healing items.
AI prefab update.
S2P.
Scientist loadout for healing item
Introduce thumbnail rendering mode for translucent objects(still needs shaders to be compiled)
Update color writes for thumbnails
Set a neutral color for thumbnails for blending
merge from ai_healing (not used by any AI yet)
Updated tilemap+ main map and added prefabs
Better uv calc for example post processing shader
updated snowmobile albedo and ao
Add Right click events
Add ListView<T>, hide DataList<T> - make shit easymode
ListView, can get selection list, right click context menus
Fixed possible NRE when updating TMP sprite lookup table for speech
Updated tilemap to include new height change + added supports to the tiles
Updated Main map to reflect new support change
Reduced max steer angle further at high speeds
Change Model GetOptimalViewInfo to use the render bounds instead of hull
Updated some model thumbs
Remove DoF quality setting, switch to DoF to HDR. Radius automatically picks better kernels
Switch standard post processing to be both SDR & HDR
Snowmobile suspension experiment. Significantly smoothes out the snowmobile's operation
Hammer: Change tile grid step height to 32 increments
Initial work for HDR & SDR post processing switches
Hammer: Add 32 and 64 to GetStringForCornerHeight to see if that fixes things
Hammer: Mark tile helpers dirty when editing properties
Add test property to enable dynamic ambient occlusion on dynamic objects, add check if view is rendering on main view
Remove silly assert on shapemanager
Add monitor view flag to SceneViewFlags_t
Fix assertion and rendering issues on tools with reflections
Potential DeployedRecorder server NRE fix
Wheel and tread rotation now animating at the correct speeds (both snowmobiles)
Take max spin slip for visuals instead of min
Fixed mounted player clipping issues:
- Snowmobile entity bounds height increased to include the player's height.
- Added a new vehicle clipping mode that does a linecast instead of capsule cast, to stop players getting dismounted for hitting trees at speed etc due to their capsule vs. snowmobile size.
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Snowmobile FX on snow WIP