userLayladcancel

7,530 Commits over 3,653 Days - 0.09cph!

6 Years Ago
Simulate physics on prop after it has spawned to avoid warnings
6 Years Ago
Remove gibs asset, use skeletal prop instead
6 Years Ago
Toolgun view and world props Fix citizen phys asset
6 Years Ago
New anim parameter system. Animdef has section for basic param types (int, float, bool, trigger) Anim state machine can define transition rules with conditions. Make state machine use managed transition rules based on anim params
6 Years Ago
Add SetAllBodiesSimulatePhysics
6 Years Ago
Support submeshes on fbx static models
6 Years Ago
Add material groups to player model definition
6 Years Ago
Fix complete fuckup of unique material slots Append submesh index to mesh name to avoid clashes
6 Years Ago
Remove material name append from mesh name when importing fbx skeletal models
6 Years Ago
M249 materials Add MaterialGroup to meshes, build mapping between material group and unique mesh names. Add MaterialGroups section to prop asset so that materials can be applied to a group of submeshes.
6 Years Ago
Add transform mirror/flip across axis. Mirror fbx skeletal models and animations across Y axis.
6 Years Ago
Find closest gib to damage location and transfer the force (shooting gibable prop applies force to gib)
6 Years Ago
Fix repeat weapon firing while still deploying
6 Years Ago
Add Weapon_M249 Adjust viewmodel swing pitch using vertical player velocity (viewmodel offset when jumping) Add bob cycle to viewmodel using player movement velocity
6 Years Ago
Call OnDeploy when weapon becomes active and weapon models have been shown
6 Years Ago
Forcing anim state now resets asset player time (firing a gun should play attack anim from the start)
6 Years Ago
Add "All" prop group
6 Years Ago
Add group to prop asset info. Add group section to prop spawn menu
6 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
6 Years Ago
Load properties before spawn data when loading entities from json save data (fixes primitive builders incorrect uvs when loading map)
6 Years Ago
Check if save file exists before running loadmap command in playground
6 Years Ago
Spawn default model for pickup if no prop has been set for it
6 Years Ago
Change weapon pickup to an abstract base class so that other weapon type pickups can restore weapon state (ammo in clip etc)
6 Years Ago
Hud has vitals and ammo counter by default. Change toolgun to BaseWeapon instead of ProjectileWeapon (because it doesn't need ammo)
6 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)
6 Years Ago
Fix vitals and ammo counter components. Test m92 weapon hud
6 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
6 Years Ago
Toolgun droppable = false Add optional destroy param to TakeWeaponFromInventory
6 Years Ago
Allow weapons to define their own hud component. Toolgun uses toolhelp component.
6 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
6 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
6 Years Ago
fix weapon tiles
6 Years Ago
Cleanup shooter base code, remove useless shit Weapon definition asset Add weapons tab to spawn menu
6 Years Ago
Reset static model hidden sections properly
6 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
6 Years Ago
Cache skeletal model material slot names as a safer way to get sections by index or name
6 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
6 Years Ago
▉▄▉▅▅▊▋ ▋▆▆ ▊▄▌▇▍▍ ▄██▄. ▌▆█▉▍▉▌ ▉▋▄▅▉█ ▍▄▅▌█▉▌ ▇▌ ▍▇▊ ▊▉███▌. ▊▆▉▄▆ ▉▄▆▉▋▅▄▆ ▄▄ ▊▍ ▇▌▅▊▌▉▊ ▍▇▅▌ ▇▄█▄▆▅ ▉▆▍▌▋ ▊▋▅▄▄▆▌ ▊▆▊▄▉▅ ▊▇▅▋ ▋▌▅▍█▆▌▉ ▇▅▌▄ ▉▋▊▅▉▆▇█ ▌██▅▊▌▆▇ █▇▇▌ ▄▋▉▄ ▋▌▅▉ ▇▉▋▅▄▊▋ ▌▇█▉█▄ ▊▍▇█ ▍▆▊▄▉▄▄ ▋▍▄▌ ▆▊█▋▄'▋ ▅▇ ▋▇▄▄▅ ▇▍▍▋ ▍▌ ▇▌▆ ▉▋▉▉▉▋ █▊▇▄ ▉▌▉▋▄▋▇ ▆▉▊ ▊▅▌ ▆▉ ▊▉▅▆▋▄▊ ▍▄▄▊▆▉ ▅▇▌▄▍▍█ ▆▋▆▍
6 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
6 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
6 Years Ago
Move clothing json from dresser to citizen
6 Years Ago
Add NotifyCollisionImpacts to entities to avoid sending collision impacts to managed when they're not wanted
6 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
6 Years Ago
Trace foot IK properly and calculate IK rotation
6 Years Ago
Add LegIK callback so that IK transforms can be calculated Merge Merge branch 'master' of github.com:Facepunch/SandboxGame
6 Years Ago
Attempt #2
6 Years Ago
Fix possible linker error in shipping build
6 Years Ago
Support direct IK transform instead of using an IK bone
6 Years Ago
Add LegIK anim node Test leg IK
6 Years Ago
Fix compile error