20,865 Commits over 1,522 Days - 0.57cph!
Asset Inspectors gets passed the asset info the constructor
AssetType has type statics (Model, Animation, Texture)
AssetInspector add publish UI for model
traffic cone - inside adjustment
Traffic cone - lod0
Merge branch 'master' of sbox
FPArms: added parameters for left fingers & to blend either hand to neutral pose
(This would allow you to do finger adjustments on top of the bind pose if you wish, meaning you would be posing the hand entirely through parameters.)
Added Momentary property to ent_button
Also added OnProgress and OnReleased outputs
Replaces momentary_rot_button but also works with non rotating buttons.
Minor debug text fix for map IO debug
adding decals textures/materials, fixed files name/location
Merge branch 'master' of sbox
Merge branch 'master' of sbox
New Hair! - Ponytail
You asked for it, we have female hair! Better yet, something abit more androgynous. Should work well with both masculine and feminine outfits!
Create video command, bind to f6, press to start recording, press to stop recording
Try to register/unregister procedural texture allocation for swap chain textures
Register swapchains as procedural allocations x2
Remove unused from SceneSystem
Add ManagewdRenderPipeline.SetupWorldViewAttributes
Add callback to allow setting viewattributes for a scene from c#
Comments
Shouldn't need this now
Only copy fog attributes on RenderScene
Revert "Register swapchains as procedural allocations"
This reverts commit 289fd4e86ee1a87e7acae60d7cef095195e68482.
Allow blendable shader to set world mapping
Register swapchains as procedural allocations
fixes assertion on game close
Multithread DXT compression
Swap BC7 encoder and multithread it
Breaking up logic
Merge pull request #194 from Facepunch/texcompile-speedup
Multithreaded texture compilation
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