11,167 Commits over 1,308 Days - 0.36cph!
Animgraph: Save and restore camera settings
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Animgraph: Enable settings button for scene widget to control lighting rigs etc
Animgraph: Hide gizmo and ground plane when locked onto bone. Default fov to 90 (max requested)
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Clamp panel scroll so you can't hyperscroll into oblivion
Add Editor.MapDoc.MapStaticOverlay
RenderAttributes.GetInt return type should be int not float
Hammer material drop target can do static overlays, rework so you don't need explicit tags on asset.party
Dragged static overlays use material mapping size
Fix crap overlay angles from normal
Don't let mousewheel up/down execute double clicks
Hammer: Add extended box gizmo handles as a saved option
https://files.facepunch.com/matt/1b1611b1/sbox-dev_aoNTlauVjt.png
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Subtract m_nMaxPlayers by m_nBotPlayers so servers show that they're full if they're occupied by bots + players
Editor: If "show start screen" is off, load last opened project automatically
Remove duplicate gamepad codes in common actions
Animgraph: Add C# model picker instead of going through an ugly dialog and combo box https://files.facepunch.com/layla/1b1611b1/sbox-dev_YSPuTuq24x.mp4
Fix asset publish widget flashing when created
Add support for word-spacing css property
SFM: Fix crash creating projected light
ShaderGraph: Add power node
Docs pass / MenuDll typo fix
Fix initial menu presence, as well as presence when disconnecting from a server
Implement ModalSystem.CloseAll, close all modals when killing game menu instance
Make rich presence say playing a game while in its game menu (update to say Menu later?)
When connecting to a server, open its gamemenu and immediately open the loading screen
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Fixed blend paint gizmo not showing
Mirror UV when sampling inside filter - prevents ugly border around some elements when using `filter: blur()`
Compiled shaders with aoproxy fixes
Cache GameLobby.Data to prevent issues with grabbing lobby info after setting it. Invalidate on lobby data refresh
Probably a better way to do this :anguished:
Correct file path for error sound
Citizen/animgraph: changed the facial idle noise layer so that it won't part the lips anymore + other small layout/comment improvements
Citizen/animgraph: improvements on scale_height subgraph (much more readable layout, added safeguard against duck corrective in special movement states)
Animgraph/tutorials: added file on transition orders
Animgraph tutorials: stubs for remaining tutorials + work-in-progress file relating to nested state machines
Animgraph tutorials: added a file explaining the differences between the 'on finished' & 'on almost finished' transition conditions between states
Animgraph tutorials: added block about assigning a default animgraph to a VMDL
Animgraph tutorials: added new file on reset signals
Citizen/animgraph: improved the Slide special movement state through the use of nested state machines + fun partial re-use of the Roll Exit anims for it + fixed head bug in the Roll state
Citizen/animgraph: use idle layer instead of static frame when slide move_groundspeed=0
Animgraph tutorials: layout changes & readability improvements to account for QT screen scale shenanigans (😒)
ShaderGraph: Don't stomp vVertexColor, this is used for tint it seems?
Docs pass for GameLobby, importantly Lobby.ConVars, and inherit docs where possible
ShaderGraph: Set vVertexColor in generated code
Fix jiggle bones in animation helper stomping bone scale animation
Use morph channel index cached in anim container instead of assuming it's the second channel. Fixes scale channel thinking it's the morph channel when there's no morphs.
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ModelDoc: Make sure anim bone scaling isn't applied if not enabled
Update tutorial_02_basic_principles.vanmgrph