240,239 Commits over 3,837 Days - 2.61cph!
Categorize base mechanic properties
Add Mechanic.ShouldBecomeaActive / Mechanic.ShouldBecomeInactive so mechanics can lock
Add basic sliding mechanic
Fix BBox obsoletes
Turret use a sound that exists
Mechanic.IsActive is set properly by holding a list of active mechanics between updates
Player controller input refactor, let mechanics interrupt input (sprint dampening left-right movement)
SoundSystem Takeover (#1425)
Refactor, mechanics have tags which are cleared every frame, move sprint to a mechanic
Update DamageInfo
Remove soundevents folder
Protocol++ because Sound class changed, SoundHandle changed from a struct to a class
Merge SoundSystem into Sound
Delete old soundstack
Remove unused
Recompile mixgraph
Remove unused
Remove more unused
Completely remove SoundEventGuid_t
Move CAudioStream_Attached to CAudioStreamManaged
Remove unused
Initialize Sound.Listener
Add SoundHandle.StartSubVoice
SoundEvent.UI is obeyed
EditorUtility sound plays are 2d by default
Remove unused
Fix stopping/fading out sound immediately after play not stopping the sound
Fix editor tools, lock MainVoiceList when adding/editing
Fix soundstream to use new system
Leaderboard backup, run #8308
Delete soundopsystem, soundevent, soundstack system
Move spatialize and distance falloff to c#
Unbind all the soundop stuff
Bind some low level sound classes
Lets process voices in c# instead of the soundop system
w_bow - set up avatar mask to cull root bone, updated .entity to remove offsets, re-exported 3p anims with updated player rig
Work on getting camera bone animating for viewmodel
Block out player controller mechanics, eye height override, speed override, etc
Add muzzle flash prefab & util timed destroy component
Link weapon and its viewmodel properly, create some prefabs for the MP5
Strip unused (and broken) voicetrace stuff
Fix missing soundsystem_lowlevel
Remove unused projects
Delete CEntitySystem::CreateEntity
Soundsystem defs to engine2
Move soundsystem inside engine2 (delete Interop.SoundSystem.cs when your compile fails!)
Delete some more from entity2
Remove unused soundstack stuff
Remove unused tools
remove unused tool keybinds
Leaderboard backup, run #8284
Leaderboard backup, run #8283
More transform options
https://files.facepunch.com/louie/1b2111b1/sbox_vmL4f8Ckt6.png
Leaderboard backup, run #8281
VR: Delete VRSkeleton, unused
VR: Rename VRControllerType -> TrackedControllerType
VR: Experimental fast function for storing reprojected HMD matrix
VR: Separate out stereo render/submit/blit, don't submit editor SceneCameras
(We still render and blit companion while in the editor, we just don't
submit a texture to the compositor while not in play mode)
https://files.facepunch.com/alexguthrie/1b2011b1/rsIQEZV0nc.mp4
Citizen/animgraph: enable "lock state when waning" on the "Tag & Reset Movement" state machines
Citizen/animgraph: further improve skid. Blending in/out should be more graceful now, respecting the movement 2D blendspace's own timings. Revamped the "noise" layer additive animation: it now scales with speed, and it inherently lowers the pelvis by a few units to avoid IK pops. Fixed duck transition potentially spazzing out if you duck while skidding, or blending in/out of skidding. Disabled crouch skidding (for now?)
https://files.facepunch.com/maxlebled/1b2011b1/2023-12-20%2019-33-21.mp4
Fix ironsights, make aimray start a bit out from the player for now
Fix SceneTrace.WithAnyTags using WithAllTags
Fix NRE
Add basic ammo container / dry firing