2 Years Ago
Add ModelEntity.CopyMaterialOverrides, ModelEntity.CopyFrom Fixed some addon DLLs not getting watched Introduced by bb5359a20 Property Sheet uses TypeLibrary TypeLibrary will expose a type if it's nested in a class that is exposed Add CategoryAttribute Fix AddonConfig not exposed Fix Binding system tick allowing reentrance Add TypeDescription.GetProperty, GetMethod Add [ShowIf], [HideIf] attributes for properties List/Struct/ExpandGroup margin/padding Soundfile resource (#252) * SoundFile class to grab properties from HSound * Add SoundFile.GetSamples * Use PrecacheSound to get sound handle * Getting samples has to be async * Comments * Bail out of getting samples if we failed to load the source * Add CSfxTable refs for SoundFile, release them on loop end and exiting * Rename ISound to VSound_t Citizen mesh updates - Significantly improved upper arm twist, armpit, and shoulder-neck deformations. Preview: https://files.facepunch.com/maxlebled/1b0811b1/citizen_v2_june22update_2.gif - Reflected recent changes on LOD3; fixed symmetrical inconsistencies (tris count dropped a bit more as a result!) - LOD2/3 culling prefabs don't cull the upper arm twist bones anymore, because the effect on deformation is too important - Upper arm twist constraint weight lowered to 0.6 Balaclava LOD3 fix Small fix to modeldoc and model for Balaclava's LODs. Fix not generating SpecialDependencyFingerprint properly in CResourceCompilerSBData Add Asset.CompileIfNeededAsync() Make sure assets are compiled before trying to upload them Quiet down asset recompile spam, don't try to compile trivialchildassets Separate simulation inputs to prevent simulations stomping each other Deglue navmesh Remove cpp naming Refactor path cost into path builder, simplify path creation, optimize path by default Don't need to check our segment count, our iterator already does this Multi-goal support Allow multi-goal to actually work Remove the need to hold onto engine pointers Remove some options no one will ever use Make multi-goal condition more clear rebase fixups Merge pull request #226 from Facepunch/deglue-nav Deglue navmesh & add extra navigation stuff Pass the client to OnClientActive (why would we not want to know which client it was?) Network snd_event_point so that it can play on client spawn instead of playing again for everyone when a new client spawns Moved light animation code to C# Fix obsolete override usage in particle entity Fix an animgraph related assert Don't force frame rate when recording movie Add labels to level layer on post processing editor Don't exceed maximum view count on transform overflow Don't write morphs if we failed to allocate memory OnPaintOverride returns a bool, determines whether to run base paint or not Fix org control not signalling change Flush bind system automatically on signalvaluechange Add addon publishing window Citizen: updated LODs - LOD1 was remade, with the recent changes as a base. It doesn't cut anything from the torso and legs anymore (which makes things potentially easier for clothing creation), and instead focuses solely on the hands and feet. 400 tris improvement from previous iteration! - LOD3 had some odd triangulation on the head fixed. New Outfit Piece! - Cardboard Chest Armour https://files.facepunch.com/daniel/1b1011b1/Photoshop_7vUKmblEBH.jpg New Cardboard Chest Armour - LODs to come ASAP and some small adjustments to skinning. Move noise functions to Sandbox.System, change them to be between 0 and 1 Maybe fix blend2d preview messing up when reloading model Merge branch 'master' into curves