241,437 Commits over 3,867 Days - 2.60cph!

1 Year Ago
Video player (#1050) VideoPlayer class that decodes mp4 and webm from paths or urls and provides the texture and audio.
1 Year Ago
exported bear sprint and canter and edited some bear anim settings in unity
1 Year Ago
shipping container skin floor and triangle floor conditional models for exterior display prefabs setup
1 Year Ago
Fix issues after rebase
1 Year Ago
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
1 Year Ago
merge from ModelConditionTest_Outside_Inside
1 Year Ago
Match build options for old build process
Leaderboard backup, run #3528
1 Year Ago
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)
1 Year Ago
Merge from Tugboat. Need to see if tugboat and ragdoll rewrite + physics layer changes will behave well together.
1 Year Ago
Set up tugboat parenting
1 Year Ago
Enabled caustics
1 Year Ago
Added engine and water audio loops
1 Year Ago
Minor glass texture adjust
1 Year Ago
Lowered opacity on tugboat glass - easier to see through (requested in meeting)
1 Year Ago
Reasonable starting setup for water wake FX on tugboat
1 Year Ago
Merge Main -> Tugboat ⛴
1 Year Ago
Conditional model pieces / mesh of child prefabs of building blocks now spawn in the correct place
1 Year Ago
Squashed commit for all the conveyor stuff
1 Year Ago
Merge from ferry_terminal
1 Year Ago
Fixed ScaleBySpeed not dividing by deltaTime, causing the reported speed to be framerate-dependent and much lower than actual. Greatly increased the min/max speed values all users of this script to accommodate for this fix. Fixes all boat wake effects being framerate-dependent. Updated: - Kayak - RHIB - Rowboat - SubmarineDuo - Submarine Solo - Boogieboard - Innertube - Horse innertube - Unicorn innertube - Shark - Horse
1 Year Ago
Parent merge
1 Year Ago
Merge from main
1 Year Ago
Unsaved
1 Year Ago
Shipping container showcase scene
1 Year Ago
Possibly fixed feet IK rotation getting applied incorrectly after being forcibly dismounted from a vehicle (eg. crashing a minicopter)
1 Year Ago
Empty .anim ref file
1 Year Ago
Container colours lookup
1 Year Ago
Crude and simple matchmaking page https://files.facepunch.com/tony/1b0611b1/sbox-dev_eT2vnQlkWa.mp4
1 Year Ago
Removed extra collider and rendererbatch script. Added wake and engine FX from RHIB.
1 Year Ago
More viewmodel stuff WIP
1 Year Ago
Work on custom main menu w/ navigation
1 Year Ago
▇▊▋▉▇ ▊▊▅██▍/▅▆▍▇▅▍▌▆
1 Year Ago
Explain that OnTextureData will provide pixel data instead of rendering to texture
1 Year Ago
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.
1 Year Ago
CSS Drop Shadows (#1069) https://files.facepunch.com/alexguthrie/1b0511b1/drop_shadow.png
1 Year Ago
Combine identical SetBoxShadow and SetTextShadow functions into one Drop shadow property Drop shadow menu UI test Initial rendering support for drop-shadow https://files.facepunch.com/alexguthrie/1b0511b1/devenv_wIlk5l0DF3.mp4 Multiple tests for mask, multiple filter modes, etc. https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_quSj9lxmDS.png Shader cleanup + optimized compile Render each shadow separately, means we can have multiple drop shadows if we want Move drop-shadow stuff into its own shader, makes sense to separate this out now Minor tweaks + optimized compile for ui_filter and ui_dropshadow Clean up layer rendering Remove ExCSS import (???) Recompile ui_filter.shader
1 Year Ago
adjusted probe
1 Year Ago
Remove ExCSS import (???)
1 Year Ago
Compile fix (!)
1 Year Ago
Implement IsMatchingType for generic type definitions Fixed IsMatchingType for required modifier types Don't warn about attempted fast hotload of generic method
1 Year Ago
Add VideoPlayer.Play that takes a filesystem
1 Year Ago
Invert color option for color modify Fix potential spawnmenu search errors on invalid input from addons More validity checks for Sandbox tools garrysmod-issues/issues/5445
1 Year Ago
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
1 Year Ago
Make file.Exists return correct values for folders in Lua paths More validity checks for Sandbox tools
1 Year Ago
Bind CSosOperatorStack
1 Year Ago
Clean up layer rendering
1 Year Ago
Render each shadow separately, means we can have multiple drop shadows if we want Move drop-shadow stuff into its own shader, makes sense to separate this out now Minor tweaks + optimized compile for ui_filter and ui_dropshadow
1 Year Ago
Stop all sounds when leaving game(menu) Load GameResources from menu filesystem (allows sounds to load) We don't need to access the soundsystem via interfaces, we can live in the dll
1 Year Ago
Vintage Wall Clock Prop Prefab Setup