251,653 Commits over 3,959 Days - 2.65cph!
Create inherited map node types MapEntity, MapMesh, etc.
Can remove map nodes from managed document
Add PolygonMesh for creating map mesh nodes from polygons in C#
Add a simple perlin noise mesh generator to Hammer using PolygonMesh
Fix a few small bugs with feeding polygon meshes into map meshes
Add a window with noise parameters, update map mesh on change
Fixed Always Sprint affecting sprint-key input on things other than player movement
New Clothing - Balaclava Mask!
A new simple balaclava mask, perfect for keeping you warm and anonymous. Will be needing to sort out potential blendshapes, which will be sorted soon. Will need abit of development of sorting out blendshapes for clothing to work alongside the already existing face blendshapes. Potential coloured variations soon.
Merge branch 'master' of sbox
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Added physicmaterials to the magnet crane base colliders
Fix Vector3.LerpTo change breaking addons
Magnet crane now using Continuous instead of Continuous Speculative
Fixed magnet crane jitter following recent wheel changes
GameServices.SubmitScore - push individual score to leaderboard
GameServices.SubmitScore
Push individual score to leaderboard
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Cleaned up - not tested in game
FPArms: more work on the finger adjustment layer feature
Hooked up height sampling better, interpolation between states and frames.
Fixed bug introduced in the merge from misc_optimisations2 that causes animals to float visually client-side.
Swap BC7 encoder and multithread it
North splat backup & related.
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Add Editor > Help > Widget Debugger
Add Layout.Clear()
Changed where custom inspectors are created so they can take over the whole inspector
Cache GetLargestMonitorDimensions
Minimal SceneWidget, widget that renders a SceneWorld
Use FinalLayoutChildren and remove backdrop blur for now (I think it broke)
Scale the radial menu items nicely as the virtual mouse approaches them
FPArms: initial commit for base/template animgraph + adding new parameters to punching animgraph
Added stubs for AreaBlockTool and DuplicateBlocksTool and EditBlockDataTool
Added icon for place block tool and other tools
Added EditorPlayer.ChangeToolTo
Implemented first version of the radial menu for editor tools
Slightly darkened BuildingDark, BuildingVeryDark and Building settings to compensate for contrast changes
Lowered contrast in temperate biome post process
Enabled high definition range on temperate and arid profiles
Clear Attack1 and Attack2 from input if tab is being held down
Added UpdateHotbarSlotKeys
Update them to make sense...
Add EditorToolLibraryAttribute
Start working on Editor Tool radial menu
Spawn editor players in the very center of the world bounds
Use Input.Down( InputButton.Duck ) and Input.Pressed( InputButton.Back ) as a hotkey for saving the editor map
Basic Editor Hud / Editor Block Hotbar
Editor Hotbar Classes
Place Block Tool / Tool System
Fixed load error due to type name wrong
Fix loading client data for hotbar blocks if not set
Fixed loading of cw_hotbarblocks data (can't deserialize to byte[])
Fix errors when EditorHotbar is ticking before the voxel world has loaded
LoadingScreen from RootPanel to Panel
Add [Net] IsEditorMode to game and use that client-side
Fill editor hotbar blocks with random blocks if they aren't set
Fix icon for editor block slots
Add z-index to LoadingScreen
Update sbox-voxels submodule
Allow left/right mouse button magnet crane arm movement while driving it
More magnet crane driving changes. Adjusted speed and much improved steering ability, based on tests in the junkyard
Some adjustments to magnet crane driving/physics behaviour/feel
Fixed startup errors after asset is removed
moved background to skybox, switch white room to static light, vis pass
adding decal/ material color variation. tweaked prefab vis contribution
Implement new mesh raycast system, remove old super raycast package
Uses commandbuffers instead of a full camera render for improved performance with the same result
Lower magnet crane COM to make sure it never spawns and falls over
More Thread -> Tread renaming
Magnet crane suspension edit. Less wobbly, more stable.
Fixed modular car lift panel not opening anymore when interacted with while there's no car on the lift
bInMonitorLayer no longer used, calculation of what was used for it is now in rendergamesystem
Fix non-viewmodel entities being invisible
FPArms: sequences & weightlists for finger adjustment layers + more prefabbing
Don't auto select the held item when opening a loot container
Release MouseCapture on delete