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Build 26 (1.0.2.6)

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@github-actions github-actions released this 08 Oct 02:08

What's changed

  • Fixed Arcana of Tidehunter clipping the kunkka through map, added cloth physics to items like Kunkka (b69b4919b)
  • Fixed Tiny Export that didn't work properly at all (62016e7c0)
  • Add Ko-fi funding username (671fe8204)
  • Changed the original cloth support to custom one (f63119dcf)
  • Added remaining GUI changes from Forms to Avalonia (84c697491)
  • remove useless docs for our page. (988c783cc)
  • Add support for VCS version 72 (d5acd896e)
  • Fixed undying export not including tombstone and mini zombies (5ec63596e)
  • Apply map material overrides (904341248)
  • Export extra vertex streams to vmap (653e93148)
  • Improved death prophet dress export, added clothing support, fixed ults animations of death prophet (afb414ce7)
  • Add scene object vertex stream override from map (50a00e4a1)
  • Improved porting of shadow shaman unique hexes, particles, wards (8f06d03be)
  • Improved decompiling of nyx burrow aghanim model (7340c338a)
  • Draw Hammer entity helpers for selected entities over the final image (2d259c6c2)
  • Generate Hammer helper spheres, boxes, offset lines and direction arrows from FGDs (c1676a0bc)
  • Remap barn light shape to the superellipse exponent the engine uses (9dd6a6ab4)
  • Improved the back animation of legion commander hells fire (838f385bb)
  • Update SPIRV-Cross to 1.6.0 and decompile to HLSL shader model 6.2 with native 16-bit types (561aca489)
  • Fade out barn, rect and omni2 lights and their shadows by screen size (127f4ad58)
  • Apply baked light visibility twice in Deadlock shaders (7eb3a91e5)
  • Render the light geometry of rect and omni2 lights with showlight (3fb4eddcd)
  • Match engine barn, rect and omni2 light brightness, color temperature and shading across games (95658fba2)
  • Add legacy world lighting and world environment maps resource types (e050f413b)
  • Add barn Omni2 particle light type (1cf114514)
  • Support camera-inside visibility box mode in every game (9e9c4bd91)
  • Add emissive GI and RT dynamic materials object type flags (48a6f2492)
  • Add leaf and enum pulse value types and the observable switch state cell (359266cf6)
  • Decompile time controlled clip nodes, target selector alignment bones and orientation warp alignment mode (7350871be)
  • Rename TaggedSoundSettings model game data class name (74854223c)
  • Decompile Hammer mesh and overlay disableShadows as the int shadow mode recovered from the compiled shadow flags (41082bac4)
  • Ignore ObjectSelection since it's just a helper property (edef376a8)
  • fix doorman cloth decompile (f84501111)
  • Preview cable materials on the engine's cable preview particle system (2af9f8b4f)
  • Curve cables between particles with a Catmull-Rom spline (4fe6f224b)
  • Size cable tessellation by segment length and clamp each level between its neighbours (195f6cfb3)
  • Run cable texture U around and V along the cable, apply color map offsets (1a80dae5e)
  • Default cables to the engine's preview material and take their shader from the material (f59949202)
  • Remove s&box shader support (533c3575e)
  • Use the real D3D semantics for HLSL vertex shader inputs (cfbe06c9d)
  • Name SPIR-V globals buffers from their stored slot and set, texel buffers and push constants, and keep names already in the bytecode (e9f5577c5)
  • Fix Vulkan binding offsets for every version and mobile, read mobile attribute maps, rewrite metadata reader from engine (e658988df)
  • Fix VCS v61 parsing, support all static combo compression modes, large counts and combined additional program flags (bfb677b08)
  • Avoid quadratic list growth and repeated work when decompiling and exporting (dac986f6e)
  • Upload lighting once per render, speed up SAT and visibility box tests, and compare frustum planes before reusing cached culling (68a1d601d)
  • Speed up MathUtils Max and Min, the per-particle paths, and bone and attachment transforms (50b620a82)
  • Decompile attachment camera data into Attachment Camera Preview nodes (f277f2a99)
  • Document vpk: links and the map culling toggles, and correct stale notes in the guides (a78abaa6e)
  • Fix reloading a file from a package nesting the package again, picking reading the row above the cursor, and culture-dependent console timestamps (b96a114ac)
  • Add --kv_flatten to print KeyValues files as path = value lines for diffing (dc5fdaf99)
  • Test missed file types, map generated files and shader decompilation, share loaders across threads in CLI --test (c78a373be)
  • Remove catches that silently skipped animation, cloth and graph data (49c8a6020)
  • Fix map extract memory blowup and scene map crashes, fix glTF physics normals and standalone mesh skeletons (9fc4d684a)
  • Fix VS input signatures of skipped dynamic combos, static combo cache race, rethrow s&box shader errors (9f22aabc8)
  • Decode fonts and grid nav in non-resource extraction, fix container sound text dump (98dca3b46)
  • Update AGENTS.md (0ee447440)
  • Parse nav mesh places, hiding spots and corner gravity, fix version gates (3ad11e97d)
  • Support R8_UNORM and R32_UINT textures, read mip compression method and sheet offset (abf6aedbc)
  • Read array offsets misread as versions in sound and manifest resources (74c3a1593)
  • Fix dark lines along the edges of the tab strip, regressed in cfe238a (30473afd7)
  • Group repeated resource blocks into a single tab (fe685a4b4)
  • Keep empty blocks so block indices match the file (fixes #1371) (11f739a49)
  • Note where spawn groups still differ from the engine (edf72dbf6)
  • Only load point_prefab maps that load dynamically (45e13aac3)
  • Spawn the entity lumps of info_world_layer (53fcafee2)
  • Create the world entity instead of spawning worldspawn (ef710ba9e)
  • Look up entity names in every world group except for parentname (1afd0f8f7)
  • Apply spawn group name fixups to entity names (efd041857)
  • Give each world group its own physics world (830c998dd)
  • Add variadic Max and Min to MathUtils and use them for chained MathF calls (47db41b4c)
  • Use Valve's casing for known string tokens (6f0581627)
  • Prefer names from the file over known string token casing (4011bdad0)
  • Hash string tokens like the engine (be8e96433)
  • Use XxHash for internal hashes that are not string tokens (9d1fa37dc)
  • Build FeModel test models in code with FeModelBuilder and move the cloth tests to Tests/IO/FeModel (854a66afe)
  • Share cloth ring-name parsing, pair-sum solving and rest-distance helpers, and cache the chain topology (cdfdebc76)
  • Read the chain suspender as a slider under default stretch (08c554ed0)
  • Generalize file extract options, rename the cloth flag to skip_softbody_reconstruction and find recompile test games through Steam (aca117a82)
  • Mirror the serialized FeModel layout and move decompile-only views into the cloth reconstruction (e6267812b)
  • Clean up and simplify cloth decompiling (58986203d)
  • Document cloth decompiling in the format support guide (c261a27a9)
  • Add a resourcecompiler round trip test for cloth models (7fa0d2951)
  • Add a --no_cloth option and pass the cloth switch through file and map extraction (a3c31ee0e)
  • Decompile cloth when extracting models and skip it when it fails (0fab084df)
  • Emit cloth nodes, springs, chains, jiggle bones, collision, effects and proxy sheets with their DMX files from the cloth reconstruction (e506d2aa7)
  • Leave generated cloth proxy bones out of DMX skeletons and animations and write their render mesh weight as cloth_enable paint (9d99a48f5)
  • Reconstruct cloth chains, hinges, rods, masses, paint, proxy sheets and collision shapes per export from the FeModel (fff7ebb3f)
  • Parse the softbody FeModel from physics aggregate data (bf308f89f)
  • Sort usings in MapExtract.Paths and GltfModelExporter.World and remove a BOM from ModelExtract.Sequences (cf89c4c75)
  • Match animation DMX file names case-insensitively (fa747b2b1)
  • Report render meshes whose morph delta atlas is missing (20b3c93e8)
  • Write a single motion type for animations with one movement (e8a6b97a7)
  • Skip parent constraints without a constrained bone and write the bone they constrain (36e20c49d)
  • Write a RenderMeshMarkup raising blend_weights_per_vertex for meshes skinned to more than four bones (4b92f991d)
  • Read generic game data authored as a single object instead of a list (f62243a3b)
  • Add --vpk_create to pack a folder into a VPK (b1b948e62)
  • Read Steam libraries and app manifests the way Steam writes them (df26e337f)
  • Share finding the Steam app that contains a path (355fa664b)
  • Support paths relative to installed Steam apps (10f1b8bcc)
  • Detect Steam installed through Flatpak (bfc0a1b0a)
  • Rename CLI --stats options to --test (0d0c27055)
  • Validate CLI option combinations and group options in help (a11d19e75)
  • Return only steamapps folders from FindSteamLibraryFolderPaths (7ccba9bf5)
  • Log file loader messages through a logger (6273cba29)
  • Allow printing decompiled files to the console (fd51938b0)
  • Add shader variant options to the CLI (417fa145a)
  • Improve CLI filters, errors and folder processing (69254b2d0)
  • Share material static combo resolution and combo formatting (d3e4acbc9)
  • Make glTF exporter progress reporter optional (8b04c920e)
  • Fix sound previews (67522012c)
  • Write binary KV3 header counts (45dcc1849)
  • Decode binary KV3 LZ4 blob frames per blob (a0214741f)
  • Fix binary KV3 version 4 blob serialization (ee645d183)
  • Fix binary KV3 value reading (8d5d937d8)
  • Fix binary KV3 type flag handling (c4e8b0422)
  • Fall back to Wine registry key when wine_get_version is hidden (f980bca08)
  • Fix group box titles not rendering under Wine (cf594e875)
  • disable selfillum on unlitgeneric (ff05f5545)
  • fix Spawn() not having resolved local origin from parent (ba8d69ee8)
  • match func_tracktrain with cs2 (80626ef12)
  • Detect S2V version from pasted exceptions in issues and warn on mismatch (9691b440a)
  • fix: support NonSolidToPlayer on doors (c50174ca9)
  • match pusher logic closer to cs2 (cbf136bf6)
  • fix: entity pusher logic broken after local space migration (41d6b9241)
  • Register func_tracktrain and path_track (c9d888ddf)
  • Add ladder movement (2341220c7)
  • Add air move stepping (c2cbabbef)
  • Keep entity poses local to their move parent (ceff06108)
  • Load graph tabs in the background (dcc82ca71)
  • Update citadel shaders (5d616df84)
  • Add environment_layer shader support (cb4675194)
  • Load time optimizations (5b66558ed)
  • Read global_lit_simple vertex paint through the color slot (36f6a0fd6)
  • Add compound shape support to collision code (5afe6b063)
  • Add API for getting all physics aggregate shapes, from root and compound (9d8392f8f)
  • Add rubikon compound format (7116426d0)
  • Scene view clean up (e87640b41)
  • Fix Morph Compsite timing row flicker (ee2daaba1)
  • Rebind instance and transform buffers on every scene switch (7a984e689)
  • Split rendering into scene views and load skies, prefabs and stages as spawn groups (48892f247)
  • Share one overlay offset position accessor across draw calls (c779a38f3)
  • Apply the glTF overlay normal offset in meters (e6aeb630b)
  • feat: manual fire button for inputs and outputs (b20af3819)
  • fix: do not cull nodes outside of vis clusters (#1375) (361f865c6)
  • fix: match func_button with cs2 (aa3aa878c)
  • feat: entity references (#1373) (367ce915d)
  • feat: trigger_once, trigger_multiple (0ed6394d0)
  • refactor: cleanup EntityInfoControl (#1372) (be4140bd7)
  • fix: match logic_timer and logic_relay with cs2 (a002d621e)
  • fix: match door logic with cs2 (639d1eadc)
  • feat: logic_branch, logic_branch_listener, logic_compare (d8b58187e)
  • Performance speedup in physics traces (7b15b0538)
  • Add lighting to particles and sprites (f3ad9fba9)
  • Fix chicken apperance (8fcfff0a3)
  • Read an empty string keyvalue as missing in the numeric and boolean getters (946fe85bc)
  • Remove resource file size check + validate recursive particles (#1370) (620218f81)
  • feat: mouselook (press Z to lock flight mode) (#1355) (ded5e6d68)
  • Fix vpk: paths with plus signs and huge block text tabs (c3387988a)
  • Free the memory of closed tabs (c6614611e)
  • Skip empty light cookies (bce86478f)
  • Mount the base game for addon folders without a gameinfo (fe56894c0)
  • Fix animations for external flex controllers and bool segments (608aa0f49)
  • Fix particle initializers, float inputs and spawn interpolation (7c2d266b2)
  • Fix map visibility culling and add info_visibility_box culling (599916f5a)
  • Fix sound event string booleans and flat curve tangents (f5632bd58)
  • Fix Pulse graph cycles and param map arrays in vmap export (d5c9b505a)
  • Support tools asset info version 16 and fix field decoding (415430094)
  • Remove bytecode size from shader dump (a1e3b6e74)
  • Remove VcsVersion comment from shader extract (d757df4b3)
  • Suggest creating the bundle extract directory for the Wine crash (b45c1671c)
  • Document Wine startup crash from DOTNET_BUNDLE_EXTRACT_BASE_DIR (2d9a83a73)
  • Draw more volume boxes (#1366) (78336d678)
  • Fix hitboxes drawing at the model origin (69160f10a)
  • Write HDR material textures under the name the material uses (38e956a70)
  • Do not extract root motion from all-zero movement (212f369fc)
  • Take hitboxes and attachments from external meshes (a5c31191f)
  • Mount addons and their dependencies in front of the game files (726396d11)
  • Keep listing workshop items when one has no readable title (898b0dc2b)
  • Load world_physics.vphys before falling back to the model (367eaf792)
  • Parse sound event fields leniently and match stack defaults (3fbcbde43)
  • Add WorkshopDownloader tool for anonymous Steam Workshop downloads (aa87dba06)
  • Show file path in viewer error messages (18a3ec450)
  • Make ShaderValidator build in Release and require Debug at runtime (55b3e02a7)
  • Match Hammer's encoding for entity IO parameter maps (02eaead2c)
  • Support remaining Pulse instructions and fix cross-chunk flows (d721819c5)
  • Support entity IO connection parameter maps (fef359d46)
  • Evaluate RingWave transform at particle creation time (0aec7d7f2)
  • Show Pulse temporary variables and loop breaks (15f32c2b4)
  • Add vdsp resource type (75ca54921)
  • Support min, max and mod float mappings and control point distance input (19b73a2ed)
  • Evaluate spawn transforms at particle creation time (6958b2364)
  • Implement C_INIT_CreateWithinCone particle initializer (449e925ef)
  • Read new particle input forms for path and distance operators (732879616)
  • Add support for VCS version 72 (cbca49a0b)
  • Clean up instance buffer updates (b79a1ed57)
  • Clean up morph composite renderpass (256b15687)
  • Remove per-draw morph inputs, use combined morph atlas texture (ea6c2bd96)
  • Separate object from draw data (89a992d0d)
  • Remove the rest of per-draw uniforms (e8bdb45a5)
  • Remove per-draw transform uniform (be818dffd)
  • Play ambient and explosion effects, and have effects follow the entities they name (7f2bac7aa)
  • Spawn every remaining map entity through the entity system (01360fefe)
  • Spawn environment, camera and baked lighting entities through the entity system (7456a4a8d)
  • Draw the 3D skybox through its own camera (0af1a7cca)
  • Read null terminated UTF-8 strings into a stack buffer before renting from the pool (67da658c2)
  • Cleanup readme (3f17cbe73)
  • Frame a focused object by what it covers, not its longest axis (35c67ac7c)
  • Draw particle cables into the picking and outline passes (fe3ac2f60)

Full changelog: build-25...build-26