20,865 Commits over 1,522 Days - 0.57cph!
Remove csv_to_kv3
Remove vpcf_to_kv3
Remove kv3tweak
Allow asset queries to take and skip
Remove pfm2tgas
Remove pfmcomp
Remove vdwarfdump
Remove sweeptest
Remove resource_load_stress_test
Remove psdinfo
Remove Tgadiff
Remove Tgamse
Remove hashtest
Remove getelfdbg
Remove dist2alpha
Remove bugreporter_filequeue
Remove bugreporter_subtool
Remove ddsviewer
Remove Plat_IsWindowsGameDVREnabled, doesn't seem to be used for anything and adds misleading info to crash logs
Encode frames with correct timestamps
Include the dimensions in start movie log so I know what they are
Load valve_wmf in non tools mode too
Proof of concept video recording speed up using GPU h264 encoding
Cleaned AssetPublishWidget
Remove Package.UpdateDetails from menu
Add Package.UpdateValue
Can edit name/description/release state
traffic cone - lods, gibs and width of cone made slightly wider
Merge branch 'master' of sbox
Package download code wip
Do not refresh the Map Problems widget if it is disabled in View menu
Delete CleanUpMap from EntityManager
It is now Map.Reset, EntityManager was hidden from addons
Flex copy code now works on partial flex sets, as long as they share the same name
Recompile blur shader & bump up to SM_50
Recompile materials for glass
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
Allow game code to query packages
Allow access to package metadata
Rename PackageVersion to Revision
Got eyebrow blendshapes working
Fixed missing rails on catwalk tileset
Updated asset tag list (gibs)
Reduce aliasing on edges of mask
If bonemerging a model and it has the same amount of morphs as its parent, copy the morphs over too
Delete main menu lobby bar
Hiding junk files in the assert browser also hides trivial children (like the vtex files that are generated by materials)
Allow text gradients to not override text shadows
adding decal, material variation, tweaked prefabs
Merge branch 'master' of sbox
Fixing unused keyvalues map problems now properly marks the map as changed
FPArms: added all remaining finger adjustment controls
ParticleSystemEntity works better with map cleanups
Stylish Glasses, with 2 variations!
Some lovely glasses with 2 colour variations!
Can publish individual models to s&works
Fix placeholder text
Hackily wait for a while for the real thumb (we'll fix this don't worry)
Explicitly recompiled citizen.vmdl_c
Cleanup and namespace map editor stuff under Tools.MapEditor, MapDoc class -> MapDocument
SimplePolygonMeshDescription (mouthful) defines a set of n-gon polygons that can be turned into a half edge Hammer mesh.
Explicitly this is simple because vertices are repeated, this isn't performant but it's 1000x easier to do simple things, I'll probably add an additional advanced API for nerds.
This will merge coincident vertices on the Hammer mesh if set and within a tolerance.
Opening menu on org property waits for account information
AddonManifest accepts single assets
AddonUpload show error if manifest post returns
Add Pixmap.GetPng(), GetJpeg, GetBmp
Upload asset thumb
Add Button.ButtonType
Tweak org property
Use propertysheet for this
Add Asset.MetaData
Formalising "valuechanged" stuff
If make used by/using lists in inspector need double click to inspect
Save publish info to meta on change
New eyebrows WIP - Fixes to blendshapes soon
The base eyebrows for Terry have been hidden and a new pair of eyebrows can be used.
Add Sandbox.Tools.Test
MetaData class, tests
Traffic cone - normal map adjustment