17,497 Commits over 1,338 Days - 0.54cph!
Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window
When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan
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)
Create inherited map node types MapEntity, MapMesh, etc.
Can remove map nodes from managed document
Add PolygonMesh for creating map mesh nodes from polygons in C#
Add a simple perlin noise mesh generator to Hammer using PolygonMesh
Fix a few small bugs with feeding polygon meshes into map meshes
Add a window with noise parameters, update map mesh on change
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
Fix Vector3.LerpTo change breaking addons
GameServices.SubmitScore - push individual score to leaderboard
GameServices.SubmitScore
Push individual score to leaderboard
Cleaned up - not tested in game
FPArms: more work on the finger adjustment layer feature
Swap BC7 encoder and multithread it
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
bInMonitorLayer no longer used, calculation of what was used for it is now in rendergamesystem
Fix non-viewmodel entities being invisible
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.
GameServices.SubmitScore - push individual score to leaderboard
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
Squashed commit from water-refactor2
Fix syntax errors cauased from merge due to refactors
Get WaterSceneObject & RippleCompute on the refactored API
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