17,196 Commits over 1,308 Days - 0.55cph!
office chair - adjusted shading of gibs
traffic cone - adjusted gib location
Merge branch 'master' of sbox
NetRead Asset is supported
Add node to graph node list on copy paste
Don't bother getting the node manager from path entry now
Don't go back to home on animgraph change due to an undo
Animgraph can now get and find nodes across any group
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
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
Faster, much better water caustics
Simulate wind ripples on water, increase offset, make underwater fog blend seamless with edges and view
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.
Pre init streaming bootstrap buffers
Shut visual studio up v2 electric boogaloo
Assert to make sure we're not a nullptr to shut vs up
Fix mod list in assetbrowsers being too tall
FocusOnLocation and OnAttributeModified goes through node manager
Same deal for copy graph nodes
Fix paste graph nodes not using the correct node manager
Enable stack drawing on node items for group nodes
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
Remove m_rootNodeID in format conversion
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
Keep track of the animgraph in path entry so that the correct anim node can be got when updating visualization
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
Immediately dispose scene textures if requested for ScenePanel
Add CGroupInputAnimNode and CGroupOuputAnimNode stubs
Add group anim node
Add group editor widget
Add anim node manager
Add KV3_FORMAT_ANIMGRAPH2 and converter for migrating to node manager
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.
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.
PostProcess.Get<T> correctly returns null instead of erroring if it's not in the active effects list
BasePlayerController / MoveHelper traces hit Window & NPC layers as expected
Undo modelspace jiggle bones, need to find out why doing it in worldspace looks so bad instead
Simulate jigglebones in modelspace so that only animation influences it, looks shit in worldspace. Todo: make this an option
Prevent crashes in DynamicShadowMgr due to light entity respawns
Cloth sim on frame, don't flush cloth updates on frame, as comments suggest. Seems to make jiggle bones more stable?
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
updated prefab, added material vartionns/decals
Fix wrong blend mode happening in shader somehow
CSS perspective-origin
Make SetDebugBits behave as expected
Fix calculate procedural bones jittering, use bone accessor code path that's meant to be used when model is scaled, works better
Remove SceneObject.SetMaterialGroup, it was already on SceneModel
Whitelist System.WeakReference
Whitelist System.ValueType
Whitelist System.IConvertible
Whitelist System.TypeCode
Whitelist System.TimeZoneInfo
Add `mix-blend-mode: multiply`, color picker works again
Fix missing key binds on asset inspector tool
Office chair - moved vmdls to correct folder
Merge branch 'master' of sbox
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.
Remove redundent footer-space on game edit screen
Add remaining css transforms