It is currently Sat May 11, 2024 2:25 pm
Changed files (binaries): 17
Changed files (text): 1465
Files removed: 423
Files added: 851
Unchanged* files: 1349
virtual void OnConfirmQuit( void ) = 0;
virtual bool IsMainMenuVisible( void ) = 0;
// Client DLL is providing us with a panel that it wants to replace the main menu with
virtual void SetMainMenuOverride( vgui::VPANEL panel ) = 0;
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
virtual void SendMainMenuCommand( const char *pszCommand ) = 0;
vektorx4 wrote:Summaries (filenames only):
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wereMole wrote:So this is what moved HL2 to common instead of the username folder?
Also I cannot run Steam through SDK anymore, but using the direct .exe in the bin works...
What is going on?
ErikKiller wrote:wereMole wrote:...
...
So, let's play a fun game of "How fucked is your Hammer?"!
3D textured looks a bit dodgy for me, some transparent models losing the transparency and gaining a dark grey/black box. Models in the 2D views have purple-black textures. Alpha on my displacements is inverted in Hammer but correct in the game, makes texturing a pain.
Luckily my Hammer still works although it's super annoying.
ErikKiller wrote:So, let's play a fun game of "How fucked is your Hammer?"!
3D textured looks a bit dodgy for me, some transparent models losing the transparency and gaining a dark grey/black box. Models in the 2D views have purple-black textures. Alpha on my displacements is inverted in Hammer but correct in the game, makes texturing a pain.
Luckily my Hammer still works although it's super annoying.
greenman wrote:I thought it was just me, thankfully I can still use the SDK launcher for now so my maps aren't messed up with this new SDK (Or at least appear to be messed up in hammer)
Ackart wrote:I'm currently trying to port over the DoF shaders from Alien Swarm to the new base and everything is looking promising so far. Something I've noticed is that we now have render pipelines for SSAO and what appears to be engine support for fastpath, just nothing implemented in the code base we received.
Custom main menu support. 2007 Was buggy didn't really support it. We had to implement it our selves so we could get animated textures working for our menu buttons and even then had some issues with the custom menu panels for NMRiH.vektorx4 wrote:Edit:
Oh, and this caught my eye (/mp/src/common/GameUI/IGameUI.h):Anyone?
- Code: Select all
virtual void OnConfirmQuit( void ) = 0;
virtual bool IsMainMenuVisible( void ) = 0;
// Client DLL is providing us with a panel that it wants to replace the main menu with
virtual void SetMainMenuOverride( vgui::VPANEL panel ) = 0;
// Client DLL is telling us that a main menu command was issued, probably from its custom main menu panel
virtual void SendMainMenuCommand( const char *pszCommand ) = 0;
Dman757 wrote:Oh and we just asked about the shader support so I'll report back if I get any news.
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