11,220 Commits over 1,338 Days - 0.35cph!
adding missing texture
Merge branch 'master' of sbox
Move all working modeldoc gamedata nodes from .fgd to c#
Removed VR related GenericGameData nodes, they are not used anywhere in engine, and can be readded/recreated later if necessary.
Error handling for invalid model particles
updated material, lod, prefabs
New Hair! - Bushy Eyebrows / Moustache
We have two new pieces, Bushy eyebrows and Moustache (Which as a brown and grey colour variation) https://files.facepunch.com/daniel/1b1611b1/Photoshop_e3H3r8Mzma.jpg
If we can't allocate transform data (because of shitty small cbuffers) stop trying to render instead of just crashing, this should fix Hammer crashing on complex maps temporarily until structured buffers are merged in.
AddonConfig.GetPackageType() supports tool, fixes tools showing in local games list
Switched custom ModelDoc nodes to use managed GameData
No more auto generated .fgd files
Add translation gizmo helper to break_apply_force ModelDoc node
Citizen/animgraph: restored grouped aim matrices + proper reset when attacking from long idle
Animgraph: Fix aim matrix anim node not working in groups
Citizen/animgraph: work-in-progress refactoring of the pistol weapon branch
Added descriptions to a bunch of physics related and other functions
road signs - phys tweak on triangle sign
road sign - fix for missing gib
wooden crate - slight tweak to the col shape to try and stop hammer reporting the size wrong
Cursor gets set properly when you focus back into the game from tools
Animgraph: Use MPropertyAttrChangeCallback instead of MPropertyAttrStateCallback for subgraph filename, fixes so many issues with updating node pins properly
Fix `cursor: none` not working ( last cursor type wasn't getting set and always assumed to be 0 (None) )
Bit of error checking in CSteamAudioScene::BakePathData when creating path data to avoid access violation crash and give us the actual error
Animgraph: Save all subgraphs after saving the graph
Disable subgraphs on customer machine so users can't use it yet
Fix slashes when saving subgraph
Animgraph: Save and load subgraphs when graph saves (although save needs to be done in a better place)
Animgraph: subgraph node no longer derives from group node, too much fucking about to make that work.
Animgraph: Set subgraph filename on node after creating a new one
Animgraph: Load subgraph from file when subgraph filename changes on subgraph node
Animgraph: Add interface for subgraph nodes
Animgraph: Check the asset system for subgraph
Animgraph: Allow nodes to decide if they want to show a visualizer or not
Animgraph: Don't show visualizer for subgraph nodes that don't have a subgraph asset set
Add functions to animation system for creating/loading/saving subgraphs
OnCreateNewSubGraph asks for save location, creates new subgraph and saves it
Cleaned up ladder tileset
Steam audio mixgraph, matching what alyx does
Strip out hostutils.h
Simplify steam audio material code (stubbed right now)
Delete surfaceprop_table
Added Surface Properties to wooden crate material
New Hair! - Balding
We have a new hairstyle, Balding! With 2 colour variations, brown and grey.
https://files.facepunch.com/daniel/1b1311b1/brown_balding2.png
https://files.facepunch.com/daniel/1b1311b1/grey_balding2.png
Merge branch 'master' of sbox
Fixed Hammer entities duplicating every time a map loads
Also fixes Hammer's Reload Game Data not functioning
Load SteamAudio map stuff from inside vpk (cc @ogniK5377 minor merge pain)
strip out Steam Error Handling, resource compiler doesn't need Steam
ModelDoc loads model archetypes from ToolFramework2/Managed Game Data
Stick the sareverb and sapath in the vpk
Reduce map compile spam
Delete postprocess_controller, it did nothing
Tweak map build dialog
https://files.facepunch.com/garry/27569e22-1000-4898-96d8-2d2dfe84bafb.png
Can have eyeliner, face tats and freckles on the same face (we need a system to limit them maybe)
Sound Preview improvements
Adding a small regular bush variant for the beech/cotoneaster set
Merge branch 'master' of sbox
Fix ListProperty not showing the add button when bound to a null
Fix Global.IsDedicatedServer not true on dedi
Undo early outs in build new contact
Assign Global.ServerSteamId on server too
FPArms: fists movement anim when running works now
FPArms: updated fists animgraph
Allow the engine to switch us to keyframed if we're attached to a moving parent as this should be fine to do now
Add interacts exclude for static level, world geometry and player clip for triggers - fixes stupid load times for triggers that get set to keyframed but actually aren't