Zombie Head Variation 02
https://files.facepunch.com/daniel/1b3011b1/sbox-dev_BN7EsqGgcy.mp4
https://files.facepunch.com/daniel/1b3011b1/chrome_uVsnZinHzp.png
https://files.facepunch.com/daniel/1b3011b1/sbox-dev_pgwwUWwijV.jpg
Another zombie variant, slight different head, should be great for creation multiple variations for hordes of zombies, rather than every zombie having the same face.
intruder alarms - metal bins
removed from core as they are now on asset party
Merge branch 'master' of sbox
Ship game templates from sboxgame/templates manually for now, need to consider about fetching from the repo soon
Muscley Citizen Skin (Work in Progress)
https://files.facepunch.com/daniel/1b0111b1/Photoshop_BTmDLMnH03.jpg
Initial asset for the Muscley Citizen. In need of some general adjustments and fixes. A more defined set of legs and hairy back coming ASAP.
As well as skin colour variations.
Fix skin material not being applied to SceneModel clothes
Networkable Component References (#1056)
* add componentid to IComponent
* make component id public - add internal findbyid method, add lookup dict for comp by id
* add/remove components from lookup where appropriate
* Add VarIComponent to support [Net] IComponent types
* Add replicate codegen
* VarIComponent -> VarEntityComponent, make ComponentId internal again, remove from IComponent interface. in Replicate..Component search for derived types from EntityComponent
* FindById should just return an EntityComponent now
FPArms: explicitly reject weapon_root from existing weightlists
FPArms: add notes on IKChain nodes
Soundscapes always transmit, should fix long initial delay
FPArms: fixed left arm IKchain
New Skin Variations for the Muscley body
Shadingmodel Declutter (#1041)
* Start cleaning up material and shadingapi
* Allow using functions inside of HLSL structs
https://i.imgur.com/t1AwQzr.png
* Replace all GatherMaterial bullshit with Material::From()
* Remove Material parameter references to things that aren't implemented yet, put TransformNormal in normals file
* Cut everything from ShadingModel too and let's start from a static class
* Redo light api on shaders, start implementing new dynamic light under this structure, move raytracing shit to it's own folder, add sample shadingmodel
* Allow structs in structs ( HLSL 2021 and forwards )
* Most of static light with the new api
* Fix shadowing on indexed lights on new light api
* Move shadingmodel structures to shadingmodel.hlsl
* Fix light static assignment for lighting api, fix shadowing for them too
* Stub for EnvironmentMapLight
* Implement cubemap light
* ShadingModelValve
* light.envmap.hlsl becomes light.environment.hlsl for better readability, add debug views to material api, CUSTOM_MATERIAL_INPUTS preprocessor
* AmbientLight
* Sane implementation atmospherics and debug vis postprocessing for shadingmodel api
* Finish debug vis, rename ShadingModelValve to ShadingModelStandard
* Start rewriting blendable with new api, port glass to new api
* Rewritten blendable shader
* Refactor remaining shaders to new shadingmodel api, fix shadergraph not working, readd procedural.hlsl for shadergraph but fix typo on title
Fix typo
Add Panel.DeletionToken
Merge branch 'master' into gamemenu