7,530 Commits over 3,653 Days - 0.09cph!
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)
Fix user binds not saving to config
Use generics for anim parameters
Cache result node in anim def context incase result is fetched multiple times
Remove name from find layer, not needed
Support wildcard animdef includes in layers array
Use path stack when finding included animdef files
Fix NRE when trying to add null animation from animdef
Allow relative animation paths
Only add animations with unique name
Default values for sequence layer def when there's no json for them
Add newclient command bound to F5 (Opens a new process and connects to current server)
Animdef uses layers instead of nodes. Layers have Type property. Result object instead of name property.
Load goldsrc mdl animations
Goldsrc mdl file loading uses stream extensions instead of lump reader
Add empty include animations for sequence descs in goldsrc mdl
Add AnimDef FromJson and ToJson
Add AnimDef asset (load anim graphs from file)
Add gibs for shipping container
Add CardboardBox01 prop
Increase prop impact speed needed to gib
Add func to create image from render target. Add command to generate thumbnail png for all props in database, save to User Data.
Thirdperson uses IgnoreViewTarget so that any player model attachments respects hide from owner etc
Fix duplicate spawn call in playground
Make Player.Die non virtual and add virtual OnDeath instead so that OnClientDied will always be called.
Rename all instances of Controllable to Player
Remove gamemode static calls from BaseCombatPlayer
Add gmod addon for fbx assets
Fix compile whitelist errors in ShooterBase
Disable fbx embedded material loading for now (filesystem changes may have broke it)
Add movement state bit flags so only one property has to be replicated (grounded, walking, crouching etc)
Fix playground grabber using incorrect eye yaw when rotating entity
Check if entity is valid before updating UI properties