14,460 Commits over 1,614 Days - 0.37cph!
Register swapchains as procedural allocations x2
Revert "Register swapchains as procedural allocations"
This reverts commit 289fd4e86ee1a87e7acae60d7cef095195e68482.
Allow blendable shader to set world mapping
Register swapchains as procedural allocations
fixes assertion on game close
Multithread DXT compression
Swap BC7 encoder and multithread it
Breaking up logic
Merge pull request #194 from Facepunch/texcompile-speedup
Multithreaded texture compilation
Added SetPosition inputs to DoorEntity and PlatformEntity
Updated dynamic_door_generic animgraph to allow setting position at any time
Using ent_text on an entity will now also display its map IO for targeted debugging
PathPlatformEntity works better with map cleanups
Merge branch 'master' of sbox
FPArms: more finger adjustment layer stuff + fixed stray vert skinning on ring fingernail
FPArms: fixed incorrect bone markup + added example pistol mesh (rescaled)
New Clothing - Balaclava Mask!
A new simple balaclava mask, perfect for keeping you warm and anonymous. Will be needing to sort out potential blendshapes, which will be sorted soon. Will need abit of development of sorting out blendshapes for clothing to work alongside the already existing face blendshapes. Potential coloured variations soon.
Merge branch 'master' of sbox
GameServices.SubmitScore - push individual score to leaderboard
GameServices.SubmitScore
Push individual score to leaderboard
FPArms: more work on the finger adjustment layer feature
Add Editor > Help > Widget Debugger
Add Layout.Clear()
Changed where custom inspectors are created so they can take over the whole inspector
Cache GetLargestMonitorDimensions
Minimal SceneWidget, widget that renders a SceneWorld
FPArms: initial commit for base/template animgraph + adding new parameters to punching animgraph
Fixed startup errors after asset is removed
adding decal/ material color variation. tweaked prefab vis contribution
FPArms: sequences & weightlists for finger adjustment layers + more prefabbing
Release MouseCapture on delete
Destroy mesh instance chain in CMeshSystem::DestroyMeshInstance instead of destructor. Fixes static props using first compiled vmdl on map recompiles.
FPArms: moved animations to subfolder
Added new version of ladder with materials https://files.facepunch.com/louie/1b2811b1/sbox_6hgmwJIpuB.png
Updates asset tags with new gibs
Merge branch 'master' of sbox
park bin - scale adjustment
park bin - adjusted scale slightly and reduced normal map gradient
Shirt - Integrated w/ LODs
A long sleeve shirt, which later on will come n handy for more modular outfits. Extra colour variations and graphic designs for this shirt possibly soon.
Fix EntityList filtering not working
Fix post process screen size not applying, but for real this time
Tweak Post Process (note @samzanemesis - still doesn't seem to be real world units, seems to be half distance)
Fix devcam post process not getting removed
Fix exception trying to remove component that doesn't exist
Right click create when AssetList source is a folder
Add TreeView.SelectSingleRow, Treeview.ScrollTo
Asset Browser, filter history, back forward mouse nav
Asset browser nav buttons
Add Toolbar.ButtonStyle
Add Option.IconText, Option.Menu
Menu.OpenAt can specify non modal
Asset browser options
Run SetInputActionManifestFilePath in another thread https://files.facepunch.com/garry/093759b4-0230-42dc-9052-3be800d88d41.png
More timings
Rename ToolDotaTileEditor to ToolTileEditor
remove src/dx10sdk, not using anything in here
Remove dx_proxy and dxsupportclean, not used by anything
Remove all dota game defines
Remove dota specific compilers from resource compiler
Citizen: more comments and clarifications throughout the animgraph
Citizen: fixed menu exit t-pose
Merge branch 'master' of sbox
Parking barrier - adjusted AO for animated version
Added citizen_sfm.vmdl
(Thanks to prefabs, this is literally just the same as citizen.vmdl but with the ScaleAndMirror node disabled. This is necessary if you want to use the SFM as an animation tool for the character.)
Don't make texture filename box yellow if not using right suffix
Allow dropping textures onto texture boxes in material editor
Enforce a standard layout on met, avoid fighting dockwidgets
Citizen: moved remaining ModelDoc nodes into prefabs
(BodygroupList, LODGroupList, MaterialGroupLIst, RenderMeshList)
Add Tools.Clipboard
Copy relative path works
Support for item view dragging
Hammer: Fix mesh selection tool not setting world space box select option on lasso
parking barrier clipping tweak
Merge branch 'master' of sbox
Citizen: moved (almost) every ModelDoc node into prefabs
This will facilitate "forking" the Citizen model into your own gamemodes while automatically keeping up-to-date with what we do.
adding decals, updating prefab, added rig/anim to parking barrier, renaming wheely bin skin
Merge branch 'master' of sbox
Fix Build-Retail-Managed not working
Add auto locks to light cookie manager, should fix crashes
Citizen: updated random attack expression weights
Citizen: reworked facial compositing so attack expressions can now take control of eyelids, and automatic random blinks can take place on top of these