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17,196 Commits over 1,308 Days - 0.55cph!

2 Years Ago
office chair - adjusted shading of gibs
2 Years Ago
traffic cone - adjusted gib location Merge branch 'master' of sbox
2 Years Ago
NetRead Asset is supported
2 Years Ago
Add node to graph node list on copy paste
2 Years Ago
Don't bother getting the node manager from path entry now Don't go back to home on animgraph change due to an undo
2 Years Ago
Animgraph can now get and find nodes across any group
2 Years Ago
Always go through the node manager to copy paste nodes from buffer Always go through the node manager to add/remove nodes and connections Remove animgraph clear, this isn't actually used Graph binding init nodes gets nodes from id through the context Node ids are unique to the graph, not the node manager
2 Years Ago
Cleanup Give graph context access to the node manager Give group anim node its own graph context so nodes always know who their node manager is
2 Years Ago
VS 17.2 fix
2 Years Ago
Faster, much better water caustics Simulate wind ripples on water, increase offset, make underwater fog blend seamless with edges and view
2 Years Ago
Lets try this
2 Years Ago
Revert "Pre init streaming bootstrap buffers" This reverts commit 2cf3859d687a7901d7fdc6dfb40a6f751349cd17. Revert "Shut visual studio up v2 electric boogaloo" This reverts commit 961e4ffbe6e7b0fbb2b5dfc4b9f6af6752f7224f. Revert "Assert to make sure we're not a nullptr to shut vs up" This reverts commit 7c230cf07fc22872c597bce184701564edd71612.
2 Years Ago
Pre init streaming bootstrap buffers
2 Years Ago
Shut visual studio up v2 electric boogaloo
2 Years Ago
Assert to make sure we're not a nullptr to shut vs up
2 Years Ago
fix assertion
2 Years Ago
Fix mod list in assetbrowsers being too tall
2 Years Ago
FocusOnLocation and OnAttributeModified goes through node manager
2 Years Ago
Same deal for copy graph nodes
2 Years Ago
Fix paste graph nodes not using the correct node manager
2 Years Ago
Enable stack drawing on node items for group nodes
2 Years Ago
Copy CAnimGraphEditorWidget for CQGroupEditorWidget, cut down on code duplication later Group editor widget saves group node id so we can get the new node ptr on animgraph change, fixes undo crash Remove OnUpdateVisualization from IAnimGraphVisualization, don't need to do this now
2 Years Ago
Remove m_rootNodeID in format conversion
2 Years Ago
Add IAnimNodeManager, we're gonna need this Allow animgraph to grab the node manager Create a node manager in group anim node instead of a whole new animgraph Allow node manager to be grabbed through graph editor widget so we can yoink the manager that the group node is using Send the node manager down to the visualization container widget instead of an animgraph Pass the node manager to editable graph
2 Years Ago
Keep track of the animgraph in path entry so that the correct anim node can be got when updating visualization
2 Years Ago
Let anim node manager deal with removing invalid nodes and setting context post load Move all handling of nodes into node manager Move root node id into node manager, find it on post load so we don't have to save it
2 Years Ago
Immediately dispose scene textures if requested for ScenePanel
2 Years Ago
Add CGroupInputAnimNode and CGroupOuputAnimNode stubs
2 Years Ago
Add group anim node Add group editor widget Add anim node manager Add KV3_FORMAT_ANIMGRAPH2 and converter for migrating to node manager
2 Years Ago
New Hairstyle - Bobcut (Small fixes to Trainers) New hairstyle! A few fixes to come to the hair in coming week. Slight changes to the shape and textures of the trainers as well.
2 Years Ago
Don't generate custom asset types where extension is over 8 chars, add appropriate errors so you know wtf is going on Internally these extensions turn into a 64-bit int (8 bytes) so making them longer isn't practical.
2 Years Ago
PostProcess.Get<T> correctly returns null instead of erroring if it's not in the active effects list
2 Years Ago
BasePlayerController / MoveHelper traces hit Window & NPC layers as expected
2 Years Ago
Undo modelspace jiggle bones, need to find out why doing it in worldspace looks so bad instead
2 Years Ago
Simulate jigglebones in modelspace so that only animation influences it, looks shit in worldspace. Todo: make this an option
2 Years Ago
Prevent crashes in DynamicShadowMgr due to light entity respawns
2 Years Ago
Cloth sim on frame, don't flush cloth updates on frame, as comments suggest. Seems to make jiggle bones more stable?
2 Years Ago
Water entity deletes its water scene object when it is removed Fixes Map.Reset lowering FPS every time a map with water is cleaned up
2 Years Ago
updated prefab, added material vartionns/decals
2 Years Ago
Fix wrong blend mode happening in shader somehow
2 Years Ago
CSS perspective-origin Make SetDebugBits behave as expected
2 Years Ago
Fix calculate procedural bones jittering, use bone accessor code path that's meant to be used when model is scaled, works better
2 Years Ago
Remove SceneObject.SetMaterialGroup, it was already on SceneModel
2 Years Ago
Whitelist System.WeakReference Whitelist System.ValueType Whitelist System.IConvertible Whitelist System.TypeCode Whitelist System.TimeZoneInfo
2 Years Ago
Add `mix-blend-mode: multiply`, color picker works again
2 Years Ago
Fix missing key binds on asset inspector tool
2 Years Ago
Office chair - moved vmdls to correct folder Merge branch 'master' of sbox
2 Years Ago
New outfit piece! - Dirty Trainers Some new dirty trainers, so more shoe options! Will be adding LODs in my next push asap. Trainers - Quick fix Quick fix to naming of files before initial push to git.
2 Years Ago
Remove redundent footer-space on game edit screen
2 Years Ago
Add remaining css transforms