7,112 Commits over 3,531 Days - 0.08cph!
Add skeletal prop entity. Allow prop spawner to spawn skeletal props
Add Spawnable to PropInfo, clothing are props but we don't care to have them listed in the spawn menu
Add w_m92.prop
Weapon pickup uses static prop entity. Allow gibbing to be disabled on static props (weapon pickups probably shouldn't be gibbable)
Weapon view model uses skeletal prop entity. Add v_m92.prop
Allow prop assets to define an animdef. Add v_m92.animdef
Load properties before spawn data when loading entities from json save data (fixes primitive builders incorrect uvs when loading map)
Check if save file exists before running loadmap command in playground
Spawn default model for pickup if no prop has been set for it
Change weapon pickup to an abstract base class so that other weapon type pickups can restore weapon state (ammo in clip etc)
Hud has vitals and ammo counter by default. Change toolgun to BaseWeapon instead of ProjectileWeapon (because it doesn't need ammo)
Destroy pickup if weapon is taken, regardless of how much ammo is left inside (misleading to keep a weapon pickup without a weapon)
Fix vitals and ammo counter components. Test m92 weapon hud
Store weapon in pickup entity as classname, ideally weapon entities should always be owned by a player
Destroy dropped weapon now that it doesn't exist inside the pickup entity. Spawn pickup entity at the end of drop to avoid picking it up while still in inventory.
Add a trigger delay to pickups so that dropping on self doesn't trigger a pickup straight away
Toolgun droppable = false
Add optional destroy param to TakeWeaponFromInventory
Allow weapons to define their own hud component. Toolgun uses toolhelp component.
Get rid of weapon definitions in favor of class library attribute (class library has all the info weapons need for spawn menu)
Clear tool list when toolgun isn't in inventory
Give or equip weapon from weapon def when clicking on weapon tile
Check weapon model visibility every tick instead of relying on replicated var changes
Only update toolgun tools when it's the active weapon
Give BaseWeapon PrimitiveDraw and DrawHud virtuals so toolgun can handle gizmo logic
Switch to toolgun before switching tool
Cleanup shooter base code, remove useless shit
Weapon definition asset
Add weapons tab to spawn menu
Reset static model hidden sections properly
Add player model definition and importer
Load citizen player model from definition file
Add generic json asset importer for assets that only need to populate an object
Cache skeletal model material slot names as a safer way to get sections by index or name
Hide sections using slot hidden sections instead of prop asset
Also setup hidden sections for attached clothing prop
Add GetMeshSectionIndex and GetMeshSectionName for skeletal model entities
▉▄▉▅▅▊▋ ▋▆▆ ▊▄▌▇▍▍ ▄██▄. ▌▆█▉▍▉▌ ▉▋▄▅▉█ ▍▄▅▌█▉▌ ▇▌ ▍▇▊ ▊▉███▌.
▊▆▉▄▆ ▉▄▆▉▋▅▄▆ ▄▄ ▊▍ ▇▌▅▊▌▉▊ ▍▇▅▌ ▇▄█▄▆▅ ▉▆▍▌▋
▊▋▅▄▄▆▌ ▊▆▊▄▉▅ ▊▇▅▋ ▋▌▅▍█▆▌▉ ▇▅▌▄ ▉▋▊▅▉▆▇█ ▌██▅▊▌▆▇ █▇▇▌ ▄▋▉▄
▋▌▅▉ ▇▉▋▅▄▊▋ ▌▇█▉█▄ ▊▍▇█ ▍▆▊▄▉▄▄ ▋▍▄▌ ▆▊█▋▄'▋ ▅▇ ▋▇▄▄▅ ▇▍▍▋ ▍▌ ▇▌▆ ▉▋▉▉▉▋ █▊▇▄ ▉▌▉▋▄▋▇ ▆▉▊ ▊▅▌ ▆▉ ▊▉▅▆▋▄▊ ▍▄▄▊▆▉ ▅▇▌▄▍▍█ ▆▋▆▍
Add clothing slots to BasePlayerModel and allow clothing props to be attached to them
Prop asset caches model name so whatever uses it can decide if it wants a static or skeletal model
Convert clothing assets to props
Cache prop model path with top of path stack
Allow props to define both static and skeletal models to save fucking around
Equip citizen playermodel with worker uniform to test
Add BasePlayerModel to engine addon (generic enough to use across addons)
HumanPlayer in engine addon handles spawning of player model
Also have HumanPlayer handle updating of player model
Add custom binds cfg for sandbox gamemode
Move clothing json from dresser to citizen
Add NotifyCollisionImpacts to entities to avoid sending collision impacts to managed when they're not wanted
Add Fabrik anim node
Use fabrik node to get a better hold position on weapon
Attempt to adjust player model offset based on the furthest foot trace
Trace foot IK properly and calculate IK rotation
Add LegIK callback so that IK transforms can be calculated
Merge
Merge branch 'master' of github.com:Facepunch/SandboxGame
Fix possible linker error in shipping build
Support direct IK transform instead of using an IK bone
Add LegIK anim node
Test leg IK
Add LookUpAxis to LookAt node
Attach rifle to player model to test hold types
Apply look layer to hold layer. Fix LayeredBoneBlend not caching bones
Add LocalToComponentSpace node
Add ComponentToLocalSpace node
Add translation and scale params for modify bone node
Add translation and scale to bone modify node
Remove anim init and update callbacks, unused and slow
Make sure CacheBones is called on anim nodes
Start of modify bone anim node rewrite using skeletal control base
Remove anim node initialize and update callbacks to managed (unused and probably very slow)
Return default link node when managed node doesn't use one, which proxies through managed anim node (needs testing)
Make sure to call evaluate component space for root anim node
Add set bone name and rotation to modify bone node. Add modify bone definition.
Add component pose input link for modify bone node
Add defaults for BlendWeight and BlendDepth
Add LayeredBoneBlend definition
Add hold layer, blend with movement layer above spine
Add definition for state machine. Add run layer animdef.
Separate walk and run layers into their own animdefs, main citizen animdef finds layers and uses them in a state machine
Cache state machine layers so state can be controlled with Model.AnimState
Add force bool to AnimState to bypass checking of current state (firing weapon before anim has completed etc)
base player noclip command toggle (to allow for bind v noclip)