userLayladcancel

7,112 Commits over 3,531 Days - 0.08cph!

5 Years Ago
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
5 Years Ago
Load properties before spawn data when loading entities from json save data (fixes primitive builders incorrect uvs when loading map)
5 Years Ago
Check if save file exists before running loadmap command in playground
5 Years Ago
Spawn default model for pickup if no prop has been set for it
5 Years Ago
Change weapon pickup to an abstract base class so that other weapon type pickups can restore weapon state (ammo in clip etc)
5 Years Ago
Hud has vitals and ammo counter by default. Change toolgun to BaseWeapon instead of ProjectileWeapon (because it doesn't need ammo)
5 Years Ago
Destroy pickup if weapon is taken, regardless of how much ammo is left inside (misleading to keep a weapon pickup without a weapon)
5 Years Ago
Fix vitals and ammo counter components. Test m92 weapon hud
5 Years Ago
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
5 Years Ago
Toolgun droppable = false Add optional destroy param to TakeWeaponFromInventory
5 Years Ago
Allow weapons to define their own hud component. Toolgun uses toolhelp component.
5 Years Ago
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
5 Years Ago
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
5 Years Ago
fix weapon tiles
5 Years Ago
Cleanup shooter base code, remove useless shit Weapon definition asset Add weapons tab to spawn menu
5 Years Ago
Reset static model hidden sections properly
5 Years Ago
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
5 Years Ago
Cache skeletal model material slot names as a safer way to get sections by index or name
5 Years Ago
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
5 Years Ago
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5 Years Ago
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
5 Years Ago
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
5 Years Ago
Move clothing json from dresser to citizen
5 Years Ago
Add NotifyCollisionImpacts to entities to avoid sending collision impacts to managed when they're not wanted
5 Years Ago
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
5 Years Ago
Trace foot IK properly and calculate IK rotation
5 Years Ago
Add LegIK callback so that IK transforms can be calculated Merge Merge branch 'master' of github.com:Facepunch/SandboxGame
5 Years Ago
Attempt #2
5 Years Ago
Fix possible linker error in shipping build
5 Years Ago
Support direct IK transform instead of using an IK bone
5 Years Ago
Add LegIK anim node Test leg IK
5 Years Ago
Fix compile error
5 Years Ago
Add TwoBoneIK anim node
5 Years Ago
Add LookUpAxis to LookAt node
5 Years Ago
Add LookAt node
5 Years Ago
Attach rifle to player model to test hold types
5 Years Ago
Apply look layer to hold layer. Fix LayeredBoneBlend not caching bones
5 Years Ago
Compile error
5 Years Ago
Add LocalToComponentSpace node
5 Years Ago
Add ComponentToLocalSpace node
5 Years Ago
Add translation and scale params for modify bone node
5 Years Ago
Add translation and scale to bone modify node
5 Years Ago
Remove anim init and update callbacks, unused and slow
5 Years Ago
Make sure CacheBones is called on anim nodes
5 Years Ago
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
5 Years Ago
Add defaults for BlendWeight and BlendDepth
5 Years Ago
Add LayeredBoneBlend definition Add hold layer, blend with movement layer above spine
5 Years Ago
Add crouch walk layer
5 Years Ago
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)
5 Years Ago
base player noclip command toggle (to allow for bind v noclip)