7,546 Commits over 3,653 Days - 0.09cph!
Rename DirectPlayback to AnimGraphDirectPlayback
Fix OnPhysicsCollision not being called for client only entities
Fix NRE in player TakeDamage
Extra safety checks for audio encoding
null check in CopyBoneTransformWeights
Recompile some citizen clothing models to generate missing vmorf
Abstract DirectPlayback, the same way we do morphs
Impl direct playback for scene object
Add remaining direct playback functions so we can decide how we want the API designed
Slow down the grab distance a bit
FIlter out damage from grabbed objects using tags
Fix obsolete GetTypeByName
Reset entity velocity when disabling physics motion
StepEndReadOnlyGetResults also gets aggregates that just become static so we have a chance to clear out entity velocities
Make sure outer ptr initialized to null in collision property
Add some scratch render target size asserts
Initial support for direct playback https://files.facepunch.com/layla/1b0111b1/sbox_0004.mp4
Null check in MarkSurroundingBoundsDirty
Null checks in S_RestartSoundSystem
Rubikon: Tunneling bug fix from Dirk
Delete all compiled textures and run Build-Content
Add world tag to new level aggregate shapes
Glass damage uses blunt shatter type by default
ModelDoc: Add import scale to vsnap node
Remove physgun rotate hacks, Input.MouseDelta is fixed
Network glass shard material instead of trying to grab it from the parent panel, this should stop glass becoming wrong material sometimes
Only grab flex weights from parent if parent is IsSceneAnimatableObject
Fix car not smashing through things
Fix car not driving under water
Add Voice.Level for local voice level (otherwise we'd have to loopback and wait for our own voice to play)
Animate VoiceSpeaker UI using Voice.Level https://files.facepunch.com/layla/1b2711b1/sbox_0059.mp4
Ability to control Morphs from C#
Added MorphCollection pattern
Impl SceneObjectMorphCollection
Impl SceneObjectMorphCollection
Ability to control Morphs from C#
Another baseplayer cleaning pass
Faceposer: Disable loading and saving of tool settings for now because most people probably have old settings
Add back face poser with some minor UI cleanup so we can start to fix it up
Rotate with physgun using accumulated analog look deltas so it's consistent across frame rates (Input.MouseDelta is unreliable per tick)
Don't predict sound event guid when starting sounds, on the client guid is always zero so this can't be predicted.
Add summary to PhysicsBody.BodyType explaining that a body that is networked and dynamic will be keyframed on the client
gravgun uses smooth damp instead of joints
Add warmup time to game settings
Add back Sound.FromScreen
Create a networked managed wrapper around g_pSoundOpSystem instead of using g_pSoundOpGameSystem
Some null checking in inline binds
Some null checking in inline binds
gravgun only works on dynamic bodies
Create a networked managed wrapper around g_pSoundOpSystem instead of using g_pSoundOpGameSystem
Unfuck model compiling - oops sorry
Remove a bunch of vtex_c files from citizen that don't have .generated on them