22,469 Commits over 1,614 Days - 0.58cph!
FPArms: jumping animation
Added missing World Mapping scale to blends
New Outfit Piece! - Sneakers
New Black and white sneakers! Adding LODs and small fixes / adjustments shortly.
Start porting constraint entities, starting with phys_lengthconstraint https://files.facepunch.com/layla/1b0411b1/sbox-dev_6Uq92QL28o.png
Do not preview particles on prop_static to match in-game behavior
Added model particle previews to Hammer
Add a translation gizmo to ModelDoc's particle node
EngineGlue KV to Json
Call RegisterType, UnregisterType on base classes
Add GraphicsView.Items
Build NodeGraph UI from Graph
regret trying to use a nodegraph for this
https://files.facepunch.com/garry/7583a294-9fc7-40e5-9b8d-fa361c47401b.png
Fix layerclear failing due to resolution rescaling
prop_physics can now spawn models that have multiple bodies with the pose they have in hammer https://files.facepunch.com/layla/1b0411b1/sbox-dev_EjWQLSxBr1.png
Temporary barrier - gib is no longer bent
Hammer: Delete the world after the unloaded event - fixes crash when reloading from disk while something is selected in outliner
Road signs - complete road signs now have gibs
wooden crate - updated textures
New Hair! - Bun
Nice and simple bun hairstyle!
Merge branch 'master' of sbox
Node graph variable types
Implementing nodes we use in our basic stack
Hammer: support attach to view for hammer meshes
VR: Set the render viewport to the SteamVR recommended render target size and not the window size ( this was making the default resolution 1080p )
Fixed Particle Snapshot File not previewing in Hammer
Added Map.Scene.AmbientLightColor to set ambient lighting color
Fixed branch normals on previous bush/shrubs - added regular and wall bush that look less scruffy
Also re-shaped the taller shrubs to be more straight looking
Fixed Particles.SetSnapshot being non functional
Added "Snapshot Mesh" feature to ParticleSystemEntity
Allow setting window icons from pixmap
Fix graph view dragging, connecting, scrolling
Add GraphicsView.SelectedItems
Clear propertysheet if target set to null
Delete NodeTitlebar
SoundStackEditor
remove vr_ from gameinfo default shader name
Added (Source)PhysicsShape properties to CollisionEventData
Also added descriptions to every property of CollisionEventData
Update launchSettings.json to use local path
Obsolete useless DebugOverlay.Box overloads
Add raw object bind to bind system
Show sound stacks in asset browser, give icon
Add IAssetEditor
Hammer: Add tiling support to fast texture tool ( behaves exactly the same as the one in dota tools )
Before: https://files.facepunch.com/matt/1b0211b1/sbox_8X63pqiVql.png
After: https://files.facepunch.com/matt/1b0211b1/sbox_ylhMiqliDi.png
Hammer: Allow key bindings for 2D View Shading modes
Clear out more FGD stuff
ModelDoc: Fill in some missing node icons & descriptions
Don't render debug grid in skybox
adding cable tray set, pipe material variation, decals
Merge branch 'master' of sbox
Rendering for r_light_probe_volume_debug_grid
Don't make the debug scene object batchable, fixes lighting not working randomly - fuck knows why
Add r_light_probe_volume_debug_grid_bbox
Add the remaining convars
Ball impostors for layla
https://cdn.discordapp.com/attachments/967087958266114048/970305957269762048/unknown.png
C++ part of ball impostors
Merge branch 'light_probe_volume_debug_grid' of sbox into light_probe_volume_debug_grid
Fix compile
Previous commit stomped all my changes
Add adjustable roughness and metalness configuraiton to lpv debug grid
Merge branch 'light_probe_volume_debug_grid' of sbox into light_probe_volume_debug_grid
Fix some shading problems
hook up metalness and roughness convars
Fix sphere reflection, add smooth fade
Hook up r_light_probe_volume_debug_grid_albedo
Update vertex buffer if r_light_probe_volume_debug_grid_prim changes so we can support cube prims too
Use sample size instead of scale so we can use the convar
Destroy vertex buffers when convar is disabled
Add sample size as shader attribute
Merge branch 'light_probe_volume_debug_grid'
Add sample size as shader attribute
Destroy vertex buffers when convar is disabled
Use sample size instead of scale so we can use the convar
Update vertex buffer if r_light_probe_volume_debug_grid_prim changes so we can support cube prims too
Hook up r_light_probe_volume_debug_grid_albedo
Fix sphere reflection, add smooth fade
hook up metalness and roughness convars
Add adjustable roughness and metalness configuraiton to lpv debug grid
Merge branch 'light_probe_volume_debug_grid' of sbox into light_probe_volume_debug_grid
Fix some shading problems
Previous commit stomped all my changes
Ball impostors for layla
https://cdn.discordapp.com/attachments/967087958266114048/970305957269762048/unknown.png
C++ part of ball impostors
Merge branch 'light_probe_volume_debug_grid' of sbox into light_probe_volume_debug_grid
Add the remaining convars
Add r_light_probe_volume_debug_grid_bbox
Don't make the debug scene object batchable, fixes lighting not working randomly - fuck knows why
removed old normal
Deleting broken materials
Rendering for r_light_probe_volume_debug_grid
Add class and interface language support to VFX Compiler
Make base class an optional parameter for VFX classes
Allow members to be static or have other identifiers on VFX
Add class_member_definition to VFX variable parser on ANTLR
Fixed tests missing Sandbox.Bind