200,310 Commits over 3,379 Days - 2.47cph!

12 Minutes Ago
Whitelist mp4 and webm to avoid going any further than we have to
26 Minutes Ago
Various changes in README.md - fixed a typo - re-did the examples (newlines were broken) Merge pull request #2 from PotcFdk/master Improved README.md a bit.
26 Minutes Ago
Limit input formats to mp4 and webm
42 Minutes Ago
VideoPlayer.Play that takes a url checks if it's actually a url
56 Minutes Ago
Progress & some stuff for Diogo
1 Hour Ago
Morph shapes for the Decorated Beard
1 Hour Ago
added bear turning additives, animator updates
2 Hours Ago
Modeldoc: Compile skeleton with ALL bones no matter if they're used in skinning or not
2 Hours Ago
Add the GlobalRendering component as an entity Spawn on server as important entity
4 Hours Ago
Optimized BaseEntity.IsOutside since it'll be called quite a bit more now
4 Hours Ago
Fixed ModelConditionTest_Outside and ModelConditionTest_Inside returning incorrect results for triangle floors
4 Hours Ago
merged from vision: Reworked field of view for Scientists. Lowered their FOV considerably so they don't instantly detect players behind them and also applied a random offset to it. Fixed rear vision detection and simplified it, always detect out of vision but very close players. Updated all main scientist prefabs with new vision stats.
4 Hours Ago
Directly write to Logger during hotloads Include path and member in hotload log messages Allow nested FormattableStrings in log messages So that their args can be inspected too
4 Hours Ago
Standardised vision stats of all scientist prefabs to new values
4 Hours Ago
Fix order of operations when rendering drop shadows
4 Hours Ago
merge from main
4 Hours Ago
compile fix
4 Hours Ago
Implement WindSdk code, setup cbuffers manually at 50% speed for now, add uv data
4 Hours Ago
profiling fix
4 Hours Ago
vision change merge wip
4 Hours Ago
Slightly increase random movement area range in combat state
4 Hours Ago
Updated all main scientist AI designs to not always take cover when hit, now also includes a min health and a chance check. Fixed a bug in excavator scientist entity mem reference slot.
5 Hours Ago
Added excavator and mil tunnel scientist prefabs to Spawn Lineup feature.
5 Hours Ago
AIArena nametags now show the AI design filename too.
5 Hours Ago
Fix func_voxelsurface to the new way of getting the surface face
6 Hours Ago
ShaderGraph: Fix formatting on generated code
6 Hours Ago
Merge from main
6 Hours Ago
Add blendmodes.hlsl until shadergraph just generates these functions
Today
ShaderGraph: Fix NRE when identing generated code procedural.hlsl isnt in common anymore
Today
ShaderGraph: Only find nodes derived from ShaderNode
Today
ShaderGraph: common/proceedural ->common/procedural
Today
Fixed SC rocket splash damage issue related to wall corners
Today
Stairs spiral landing conditionals - Moved collider to parent, set models to server cull
Today
Returned metal wheely bin and alarms to original path so we don't break maps
Today
ticked on 'bake into pose' for root transform/rotation on updated bear animations
Today
Video player (#1050) VideoPlayer class that decodes mp4 and webm from paths or urls and provides the texture and audio.
Today
exported bear sprint and canter and edited some bear anim settings in unity
Today
shipping container skin floor and triangle floor conditional models for exterior display prefabs setup
Today
Fix issues after rebase
Today
Initial support for playing video Bind resolve shaders and textures directly instead of going through renderable pass, avoids it being used across frame boundaries Initial support for audio playback Get rid of event wait shit for audio, ExecuteOnMainThread handles this Support seeking Fix streaming from url not working Init, shutdown and run frame for video playback in a service so we don't have to do it manually Give video player the managed object so we can call back to it Tell managed when texture has been created, we don't know until first frame has been decoded Bind all the functions of video player Pass video events down to managed Add Duration and CurrentPlaybackTime Documentation Call OnTextureCreated after new texture has been rendered to Add clear to audio stream interface, clear the resample buffer instead of having to recreate the whole stream Add use_doppler sound op to stack, disable it on attached streams (doppler is no good on streams because it pitches) Start allowing video audio stream to attach to sound events to change how audio is played Allow audio stream to be attached to multiple sound events Add SoundStream.Play (returns a sound handle, can be called multiple times), obsolete Sound.CreateStream (this was all ass backwards) Add VideoPlayer.PlayAudio, called when audio is ready, can be called multiple times for multiple sound sources Add public constructor for SoundStream, this is allowed now it doesn't depend on having a Sound Add more properties to video player Turns out sound stream can't have multiple sound sources, at least for now Add qt video widget example https://files.facepunch.com/layla/1b2911b1/sbox_tueAgFGKr8.mp4 Remove ui test that doesn't exist Remove libogg, libvorbis, libpvx, all unused Add ffmpeg to thirdparty video.vpc Force push ffmpeg dlls video app system bullshit Force push ffmpeg libs Test reading a single frame directly with ffmpeg network init on video system init Test video decoding in a threaded job Stop decoding and wait till job has finished when video stops Take off decoding time from sleep time Attempt to decode audio but doesn't sync yet Get rid of video64.dll usage, we're in control now video -> videosystem Free audio output on video stop Try to keep video in sync Break out of audio and video threads when there's no more packets to read Read packets, decode audio and video in separate threads, sync video to external clock Allow videos to repeat or not Adjust frame queue size, using way too much memory Pass video frame data to managed so pixmap can be created when texture isn't ideal to use in Qt New ffmpeg video player Delete old libav binaries Add VideoPlayer IsPaused and TogglePause Add example videoplayers for native rendering and pixmap rendering Use BGRA for video filter if the player wants pixel data Add VideoPlayer.Play that takes a filesystem Create a 1x1 placeholder texture, swap out with first decoded frame so we always have a texture available. Invoke event when video has loaded. Add Width and Height of video. Explain that OnTextureData will provide pixel data instead of rendering to texture
Today
merge from ModelConditionTest_Outside_Inside
Today
Match build options for old build process
Leaderboard backup, run #3528
Today
Add ScriptableBuildPipeline package Implemented a new, custom BuildAssetBundles method that runs PreProcess on a new instance of each prefab, saves the modified prefab into the bundle under the original prefabs name and then destroys the modified prefab version after the build is complete without requiring an AssetDatabase import Backing this up because it will probably break my project if it goes wrong (it will definitely go wrong)
Today
Merge from Tugboat. Need to see if tugboat and ragdoll rewrite + physics layer changes will behave well together.
Today
Set up tugboat parenting
Today
Enabled caustics
Today
Added engine and water audio loops
Today
Minor glass texture adjust
Today
Lowered opacity on tugboat glass - easier to see through (requested in meeting)