14,461 Commits over 1,614 Days - 0.37cph!
Should be able to now delete these generated textures, and they get remade on content build and everything is sweet
Remove broken texture
ContentBuilder less spammy
road signs - removed old materials
Street lamp - removed old material
Road signs - removed old materials
Ignore *.generated.vtex_c
Add .generated. to material compile texture generations
Initialize imported function array so we can't end up with junk
contentbuilder can run without crashing
Create 6.Build-Content.bat
Another contentbuilder fix
Remove broken materials
Add Build Content step to ci
Fix Avatar template error
Fix FindAndConvertResources sometimes not finding assets
FloatSlider fix
List property passes down attributes
Can get AssetType by file extension
Added Paint.SetBrushLinear( pos, pos, color, color )
Added Theme.DrawButton
Added Widget.OnDragStart
Create ResourceProperty.cs
Allow creating a dialog without stomping all the good stuff
Play sound when selecting sound sample in asset browser
AssetPicker.SaveButton
Add play sound button to sound asset property
If the asset is missing/unknown, signal that
FindByPath can find relative paths too
Asset.Path uses the primary asset extension
Fix stack trace view
Warning fixes
road signs - col tweaks and triangle prefab fix
low wood fence - adjusted col shapes
Correct default values for flags type properties in Hammer
Provide correct default values for vector and such properties if default value is not set
Hammer: Give correct default value to 'Hierarchy > Model Attachment scale'
Hammer: Updated descriptions of properties in the Transform group
road signs - extra skins and tweaks to clip and rail
Added FuncMonitor.SetCamera input & method
sand bag - further adjusted sandbag col shape
Add back choreo stuff - we need to decide if we want to use any of it first
sandbag - adjusted col shape
adjusted collision shape, so there is little chance of sandbag ending up balanced on its side
temporary barrier - adjusted lock and hole
rebaked with simplified feet, adjusted locking point
only recreate graph instance if the override graph is different
Make sure encoding threaded job is initialized to null just incase
Start up video encoder as a threaded job so video recording doesn't hitch when starting to record
Add video_bitrate and video_framerate convars for video recorder
baseplayer now derives from baseentity (we have pawns so we don't need anything more)
Remove choreoobjects, baseflex, sceneentity - basically anything that uses choreo
Remove all junk vars from baseplayer (at least the ones that are obvious)
Remove responselib and responserules
Remove viewroll code from baseplayer
Remove player use code and viewpunch shit
Remove any code relating to spectators
Remove observer mode stuff from baseplayer
Do the same but for the server ones
Remove all code marked with CLIENT_DISABLE_SOURCE1FPS_SHARED - we don't use any of them
Remove all client fx_* code
Some more baseplayer cleanup
Remove warning in configuration system left over from splitscreen code removal
Update voice stream volume using snd_voipvolume
Add voice chat volume in settings menu
Make precipitation entity a trigger so it can be turned on and off when triggered by local pawn
Still keep the fudge amount for movehelper, it's much better but this is still needed in rare situations
Use a smaller epsilon in trace solver seems to fix dodgy traces without having to fudge our endpos in movehelper
Fudge the endpos by a smaller amount in move helper, shouldn't need to be as large now
Fix situation in SweepSingleConvex where we start in solid but can still return a valid normal, fixes sometimes getting stuck in surf
Implement getting normal for SweepToResult
Add slight delay to prevent re-activating keybind when clicking
Settings style tweak to help with 4:3 aspect ratio
Add Facial & Gloves to avatar menu
Settings cleanup and theme consistency
Add Widget.ConstrainToScreen()
Move enum/flags control to game
Add Gloves, Facial categories to clothes
Fix controls to use the new Enum/Flags
Fix GameFrame dropdowns
Delete c++ model particle spawning code from AnimEntity
Move ModelParticle class and spawning to engine
This is necessary so it works on all entities. Also fixed created model particles not being deleted when the entity itself is removed.
Recompiling a model that spawns particles now properly re-creates particles in-game.
Removed unused ModelConfig stuff from Model/AnimEntity
Added IEditorAttribute<T>
Added FloatSlider
Add LineEdit.Alignment
https://files.facepunch.com/garry/e1bc5864-b770-4e07-81f9-323a65ddfde8.png
Right align number editors
ModelDoc: Removed unused GenericGameData nodes
high_quality_shadows_region, physgun_interactions, animating_breakable_stage, ai_model_info, npc_foot_sweep, gastank_markup, fire_interactions, cable, dynamic_interaction
Fairly certain all VR ones are unused too, but didn't touch them yet
Delete test_entities.fgd
Avatar & setting page style improvements
Citizen/animgraph: procedural look upper body rotation is now significantly less dampened while moving