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13,493 Commits over 1,522 Days - 0.37cph!

3 Years Ago
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
3 Years Ago
Add functions to animation system for creating/loading/saving subgraphs OnCreateNewSubGraph asks for save location, creates new subgraph and saves it
3 Years Ago
Cleaned up ladder tileset
3 Years Ago
Steam audio mixgraph, matching what alyx does
3 Years Ago
Strip out hostutils.h Simplify steam audio material code (stubbed right now) Delete surfaceprop_table
3 Years Ago
Added Surface Properties to wooden crate material
3 Years Ago
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
3 Years Ago
Fixed Hammer entities duplicating every time a map loads Also fixes Hammer's Reload Game Data not functioning
3 Years Ago
Load SteamAudio map stuff from inside vpk (cc @ogniK5377 minor merge pain) strip out Steam Error Handling, resource compiler doesn't need Steam
3 Years Ago
ModelDoc loads model archetypes from ToolFramework2/Managed Game Data
3 Years Ago
Stick the sareverb and sapath in the vpk Reduce map compile spam
3 Years Ago
Delete postprocess_controller, it did nothing
3 Years Ago
Tweak map build dialog https://files.facepunch.com/garry/27569e22-1000-4898-96d8-2d2dfe84bafb.png
3 Years Ago
Can have eyeliner, face tats and freckles on the same face (we need a system to limit them maybe) Sound Preview improvements
3 Years Ago
Adding a small regular bush variant for the beech/cotoneaster set Merge branch 'master' of sbox
3 Years Ago
Fix ListProperty not showing the add button when bound to a null
3 Years Ago
Fix Global.IsDedicatedServer not true on dedi
3 Years Ago
Undo early outs in build new contact
3 Years Ago
Assign Global.ServerSteamId on server too
3 Years Ago
FPArms: fists movement anim when running works now
3 Years Ago
FPArms: updated fists animgraph
3 Years Ago
Allow the engine to switch us to keyframed if we're attached to a moving parent as this should be fine to do now
3 Years Ago
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
3 Years Ago
Turns out we actually do want keyframed client side - gotta fix rubikon instead
3 Years Ago
Disable all collisions and only enable touch on base trigger and precip
3 Years Ago
Don't default motion type to keyframed on client - we sometimes have client side triggers (func_precipitation) and it's causing rubikon to shit itself on map load
3 Years Ago
Fix SetupPhysicsFromUnscaledCapsule and SetupPhysicsFromUnscaledAABB still forcing us to keyframed - let us decide that
3 Years Ago
wooden crate - lods
3 Years Ago
wooden crate - changed gibs and texture
3 Years Ago
Strip out all the toolframework muting options
3 Years Ago
Increased LOD distance on oak trees and tweaked oak_d mesh to minimize pop-in
3 Years Ago
Add description to prop_static
3 Years Ago
Hammer: Add toggleable fullscreen layout ( Shift + Alt + Z ) https://files.facepunch.com/matt/1b1211b1/sbox_0AAXaFMbCO.png
3 Years Ago
Add BindSystem.Flush (internal) Add GameResource.OnEdited (called when it's been edited by the editor) Mark ResourceId as not browsable Rebuild sound event in OnEdited In tools, try to load GameResource objects via the Resource system Add Tools.Utility.NoteObjectEdited - for now this calls OnEdited if objectr is a GameResource Fix combobox triggering valuechanged when setting value programmatically Load GameResource properly from Asset.TryLoadGameResource
3 Years Ago
Remove the legacy color correction system (and color_correction entity) This entire system is replaced by Post Processing Editor
3 Years Ago
New Makeup! - Tattoos, Freckles and Eyeliner We have 3 new pieces for the face today! Like with the last submissions for facial pieces, the blendshapes do work in menu but will need some adjustments for running in game. https://files.facepunch.com/daniel/1b1211b1/present_faces.png
3 Years Ago
Remove unused Soundstack support entity attachments Soundstack reliably place view entity sounds Play weapons sounds from owner Add AnimEntity.OnAnimSound + OnAnimFootstep Play footstep from the world Viewmodels try to play sounds via the owner sound stack input_default_local_position no longer used Tweak where the sound comes from for view entity Tweaks to not break all addons
3 Years Ago
Add description to ModelDoc prop_data "Bake Lighting As Static Prop" so it doesn't seem unimplemented Delete ModelPropData.AllowStatic - did nothing
3 Years Ago
Removed engine post_processing_volume and env_tonemap_controller Added managed post_processing_volume and env_tonemap_controller Moved ent_remove(_all) to c# Merge branch 'master' of sbox
3 Years Ago
Add audio menu in editor to switch occlusion/doppler when diagnosing bad audio
3 Years Ago
Fix SetupPhysicsFromModel not setting ideal motion type after setting move type, this made it so static motion type was never possible, always got reset to keyframed (wtf) - fixes slow loading repo
3 Years Ago
Support for shatter_glass initial damage positions
3 Years Ago
Created LODs and collider meshes for oak trees. Polished oak tree materials and textures
3 Years Ago
Collapsible game tabs in Hammer entity selector https://files.facepunch.com/matt/1b1111b1/sbox_h9bb4QJuJf.png
3 Years Ago
Citizen: toned down eyeball darkening on darker skin colors
3 Years Ago
Move SoundEvent to engine Fix tools serializing GameResource
3 Years Ago
Move Surface to Engine
3 Years Ago
Don't upload .source2 folder to steam (probably fixes long startup times)
3 Years Ago
Delete orphaned textures Delete orphaned models Add Utility.SendToRecycleBin Asset system attempts to automatically delete orphans Commenting out a bunch of texture compile noise
3 Years Ago
Allow setting MSAA whilst in tool mode