13,482 Commits over 1,522 Days - 0.37cph!
New Outfit - Tanktop
A nice low-cut Tanktop for summer! All intergrated with LODs.
CreateVrMove avoid crash from out of bounds when controllers not plugged in
Fix warning in cssbox too
Fix implicit truncation warning in UI shaders
Get rid of glsl_compat, don't need it
Get rid of opengl compiler
Remove all VR_CORE defines
Remove damage and health native entity components
Remove multiplayer_animstate
Delete wmpsdk10, not used anywhere
Remove resourcesystemtest (if you get linker errors do a clean build)
Remove physics_stress_test
Remove genericreport_subtool
Remove convarhelper_subtool
Remove csv_to_kv3
Remove vpcf_to_kv3
Remove kv3tweak
Allow asset queries to take and skip
Remove pfm2tgas
Remove pfmcomp
Remove vdwarfdump
Remove sweeptest
Remove resource_load_stress_test
Remove psdinfo
Remove Tgadiff
Remove Tgamse
Remove hashtest
Remove getelfdbg
Remove dist2alpha
Remove bugreporter_filequeue
Remove bugreporter_subtool
Remove ddsviewer
Remove Plat_IsWindowsGameDVREnabled, doesn't seem to be used for anything and adds misleading info to crash logs
Encode frames with correct timestamps
Include the dimensions in start movie log so I know what they are
Load valve_wmf in non tools mode too
Proof of concept video recording speed up using GPU h264 encoding
Cleaned AssetPublishWidget
Remove Package.UpdateDetails from menu
Add Package.UpdateValue
Can edit name/description/release state
traffic cone - lods, gibs and width of cone made slightly wider
Merge branch 'master' of sbox
Package download code wip
Do not refresh the Map Problems widget if it is disabled in View menu
Delete CleanUpMap from EntityManager
It is now Map.Reset, EntityManager was hidden from addons
Flex copy code now works on partial flex sets, as long as they share the same name
Recompile blur shader & bump up to SM_50
Recompile materials for glass
Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window
When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan
Allow game code to query packages
Allow access to package metadata
Rename PackageVersion to Revision
Got eyebrow blendshapes working
Fixed missing rails on catwalk tileset
Updated asset tag list (gibs)
Reduce aliasing on edges of mask
If bonemerging a model and it has the same amount of morphs as its parent, copy the morphs over too