4,931 Commits over 1,522 Days - 0.13cph!
Add Vector2.FromDegrees
Add GraphicsItem.Bind
Set common defaults on GraphicsView
Move Widget.Bind to QObject.Bind
Start work on EditableCurve GraphicsItem
Curve handles work
I don't particularly love that the inslope/outslope seem made up with no real limits. Maybe that's something we should fix before we ship it.
https://files.facepunch.com/garry/4aadaedc-4761-4350-add4-c13df39b491f.mp4
Can translate with middle mouse button
Added Paint.DrawConvex, Paint.DrawArrow
Paint.SetPen can define dashed/dotted lines
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
Move noise functions to Sandbox.System, change them to be between 0 and 1
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
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
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
Add ModelEntity.CopyMaterialOverrides, ModelEntity.CopyFrom
Add [Editor] attribute
Fix [Editor] attributes not taking priority over type matching
Use decibels in sounds instead of arbitrary distances
Fix gameresources not always compiling
Fix some sound decibels
Split sound stacks
Use vmix_mixgraph_send
Default material preview back to plane
Audio Material
Feed AudioMaterial to surface
SteamAudio use AudioMaterial values
Go apeshit if GameResource extension length is > 8
Fixed asset list not getting ordered by name propertly
Fix audio material extension length
Some audiomats
When compiling our GameResources, mark referenced resources as dependencies
Fix DragData.HasFileOrFolder, FileOrFolder not reading from Url properly
Defer selection when dragging from List
Fix dragging to AssetProperty
Run MainThread deferred delete queue before hotload
Add callback when dockwidget turns into window
Sound file compilation settings (using meta file)
Can right click an image file in asset browser to create material file
https://files.facepunch.com/garry/ee17493c-8364-40dd-863b-0933edd426e0.png
Can right click a sound file to create a sound definition automatically
AssetBrowser - update settings before dataset
Fix [ResourceType] change
Fix MethodDescription.Invoke being internal
Delete unused
Editor titlebar minimum size
Asset context menu is an event, easier to add to
Fix another vmix crash
Fixed fast texture tool being fucked
Make thumbnail generation more polite
Delete old beards
Delete old panorama materials
Fix vmix voicelist crash
Fix thumbnails feeling like they aren't generating
Generate material thumbnails as a sphere if possible
Fix crash if VMIX_GraphByName is null
Enable spew is hard locked waiting for resource
[ResourceType] internally convert png/jpeg/tga/image to "jpg"
Asset browser view mode, bullshit types and flatten persist between sessions
TypeLibrary initialize optimizations (5x faster)
Made ReflectionCache redundant, deleted
Fix LOD dropdown defaulting to 0
Don't force GC collect on hotload, since we're doing it 3x for every compile
Update groups.vgc
Added networked attribute based material replacement to ModelEntity
Add clear context menu to asset property
Add DressSceneObject to ClothingContainer, to condense code repetition
SceneObject can replace materials based on attribute value
Clothing has EyeMaterial
Add gown clothing item
Add replacement attribute to citizen skin/eyes
Fix skins to use new system
Allow right click > open in editor for asset properties
Delete junk
Fix dress layers
Skin5 eyes
Mouse wheel zoom in and out of face on avatar dresser
LOD override dropdown
Add sbox_feature_inheritlods
Add morph inheriting for in game models
Remove vconsole tools we're definitely never gonna use
.. and some more
Fix clothes showing in wardrobe multiple times
Draw2D.TextSize returns a Rect
Vector3.ToScreen can take a ScreenSize, returns nullable Vector2
Reset Draw2D after callbacks
Add Draw2D.Material
Fixes
Move Sandbox.UI.Materials to Material.UI
Fix accidental skia upgrade
Don't render text twice
Tweak text shader
Add Vector2.Perpendicular
Add Draw2D.Line
Fix hard crash if trying to render2d with too many vertices
Add Draw2D.Texture
Add Draw2D.Circle, Draw2D.Ring
UI basic shader
Fix Render.Draw not working without indices
UI triangle drawing