20,870 Commits over 1,522 Days - 0.57cph!
Seperate server tags properly
Steamworks documentation lied, gametags can't be semicolon separated list
Server list disposable, filters work, strings utf8
Show servers in lobby list
Merge branch 'master' of sbox
Citizen: added standing aim matrix to melee punch
BasePhysics entities (prop_physics) should derive from the FGD baseclass BasePhysicsSimulated - that way the map compiler will simulate and settle them.
Citizen: melee attack left animation
Add icon support to nodes
Add proxy items to group input/output nodes
Initial support for parent plugs
Model class can be (de)serialized to JSON, allowing its usage in Assets
Allow create node context items to be filtered out easier
Filter out group input/output anim nodes in context menu, we should never have to make these manually
Insert new node ids only after replacing child references on all nodes
Delete all nodes group node has in their manager when they get deleted
Add context menu item for grouping selected nodes
Switch back to using CAnimGraphEditorWidget for CQGroupEditorWidget
Add entities to Hammer GameData straight from games assembly data (skipping fgd)
Use an AssemblyLoadContext for game binaries in Tools/Hammer so we can use real Reflection instead of Cecil
We can load entities from remote packages too, put it all into a simple `Hammer.LoadEntitiesFromPackage( "facepunch.minigolf" )`
Fill server details from c#
ServerList bindings
Citizen: updated mesh files + further optimized LOD3
Fix erode tool not working seemingly randomly due to some uninitialized memory
AsyncTasks tests stability
Fix crash when reassigning node ids with connections
Reassign node IDs when they already exist, this is usually due to when a group node is copy pasted
Citizen: fixed LOD2/3 still having default eyebrows
Fix tinting for the base shader
Add entities to Hammer GameData straight from games assembly data (skipping fgd)
Office chair - small tweak to gib texturing
Merge branch 'master' of sbox
Editor window default maximized, asset browser visible
Fix D_SRGB_IMAGE warnings
Avoid reading NAN vectors in usercmd
Office chair - adjusted phys
Add some more mix-blend-mode, fix lighten colors (but this breaks alpha), someone smarter have a look, I don't see how we can do this with just DX11 blend states we likely need to do software blending in the shader.
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