userGarry Newmancancel

19,538 Commits over 3,990 Days - 0.20cph!

1 Year Ago
3d sound falloff tweaks (obey volume more)
1 Year Ago
Fixed SoundOverride being applied on SoundPoint - even though it's not enabled
1 Year Ago
Fixed UI sounds being loud for one frame
1 Year Ago
Fix GridLayout returning negative firstindex Fix panel tree not selecting a panel Skip building panel inspector if panel is null Fix StyleEditor not rebuilding Create modals on the overlay Fixed codegen wrapped properties not copying the initializer to the backing field Fixed style errors due to missing sounds Can play sound events by name, like before
1 Year Ago
CubicBeizer to CubicBezier Fix some sound errors
1 Year Ago
Fix sound errors
1 Year Ago
Multicamera test scene
1 Year Ago
Fix BBox obsoletes Turret use a sound that exists
1 Year Ago
SoundSystem Takeover (#1425)
1 Year Ago
Remove soundevents folder
1 Year Ago
Protocol++ because Sound class changed, SoundHandle changed from a struct to a class
1 Year Ago
Merge SoundSystem into Sound
1 Year Ago
Delete old soundstack Remove unused Recompile mixgraph Remove unused Remove more unused
1 Year Ago
Completely remove SoundEventGuid_t
1 Year Ago
Move CAudioStream_Attached to CAudioStreamManaged
1 Year Ago
Remove unused Initialize Sound.Listener Add SoundHandle.StartSubVoice SoundEvent.UI is obeyed EditorUtility sound plays are 2d by default
1 Year Ago
Remove unused Fix stopping/fading out sound immediately after play not stopping the sound
1 Year Ago
Fix editor tools, lock MainVoiceList when adding/editing
1 Year Ago
Remove unused
1 Year Ago
Fix soundstream to use new system
1 Year Ago
Delete soundopsystem, soundevent, soundstack system
1 Year Ago
Move spatialize and distance falloff to c#
1 Year Ago
Unbind all the soundop stuff
1 Year Ago
Bind some low level sound classes Lets process voices in c# instead of the soundop system
1 Year Ago
Strip unused (and broken) voicetrace stuff
1 Year Ago
Fix missing soundsystem_lowlevel Remove unused projects
1 Year Ago
Soundsystem defs to engine2 Move soundsystem inside engine2 (delete Interop.SoundSystem.cs when your compile fails!)
1 Year Ago
Remove unused soundstack stuff
1 Year Ago
Remove unused tools remove unused tool keybinds
1 Year Ago
Add Vector3.WithAcceleration, Vector3.WithFriction
1 Year Ago
Don't apply root motion to bone transforms when animating (fixes sbox-issues/issues/4253)
1 Year Ago
Fix R for scale editortool not working (fixes sbox-issues/issues/4269)
1 Year Ago
Hitboxes update when gameobject tags change Protocol++ Sphere cleanup Plane cleanup, Frustum cleanup Rename Editor.CheckBox to Editor.Checkbox Remove Mesh.SetBounds Make Line.a + b private Mark a bunch of Vector3 parameters in Remove Label.SetText Lets obsolete one of the BBox constructors, because if we just delete it all the code using it will just implicitly use the other one - so it'll all be wrong
1 Year Ago
SkinnedModelRenderer plays sound events
1 Year Ago
Add Sphere trace that doesn't return distance In example tool, batch all the traces Only do BuildGizmoDetails if components changed ModelRenderer, SkinnedModelRenderer selection doesn't use hitboxes Special scene selection for Model based components, because it's stupid to not do it this way Add Widget.AlignToParent Add EditorTool.AddOverlay
1 Year Ago
Add Scene.Trace.IncludeRenderMeshes Add Gizmo.IsLeftMouseDown Update ExampleEditorTool
1 Year Ago
Added EditorTool.AllowGameObjectSelection Expose Widget.WindowFlags Add WidgetWindow Add SceneOverlayWidget system Add WIP example EditorTool
1 Year Ago
More difference between hovered and unhovered gizmo controls HeaderBar supports LeftCenter, RightCenter Add Editor.Shortcut class Move editortool mode to headerbar
1 Year Ago
Depth bias the position/scale gizmos
1 Year Ago
Set the transform after creating a sceneobject - because non uniform scale doesn't get applied via the create method yet Add EditorTool Add Gizmo.IsCtrlPressed etc Add Gizmo.Snap( vector ) Add Gizmo.Settings.SnapToGrid SceneToolbar has grid snapping PositionEditorTool supports grid snapping and shift drag to duplicate
1 Year Ago
Fix panel transition timing
1 Year Ago
Add Vector3.Inverse Transform.NormalToLocal, PointToLocal, NormalToWorld use non uniform scale properly Hitbox converts ray to local properly when picking bbox and models
1 Year Ago
Use new CitizenAnimationHelper
1 Year Ago
Setting GameObject.Parent = null is the same as GameObject.Parent = GameObject.Scene (fixes sbox-issues/issues/4225) Add alias to CitizenAnimationHelper for backwards compatibility
1 Year Ago
Rename the rest of the colliders, make gizmo drawing consistent Add CitizenAnimationHelper component to base addon
1 Year Ago
ColliderSphereComponent is SphereCollider , has Center, Sphere gizmo keeps uniform scale which represents the actual collider
1 Year Ago
Add Scene.SharedTick Order ComponentSheet by file and line Fix componentsheet spacing inconsistencies Add BBox.Extents ColliderBoxComponent becomes BoxCollider, has Center property Rigidbody Colliders get rebuilt when scale changes too
1 Year Ago
Tick NetworkSystemManager from GameMenu, so Time.Now is scoped and we can process everything before the first render Network heartbeats keep scene time in sync Throw a more useful exception when RPC call fails ObjectUpdateMsg sends server time
1 Year Ago
Add BytePack support for bool (!) Scene.EditorTick only changes scene time if it's an editor scene
1 Year Ago
Panels use RealTime for transitions (but I changed the code so we can let them choose their timescale at some point) Loading screen cleanup, put on menu overlay layer Added GameLoadingFlags, so we can avoid doing some thing when loading a game when joining a server Join lobby when playing game, if one exists (temporary, should be game choice)