branchSandboxGame/mastercancel
2,064 Commits over 944 Days - 0.09cph!
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)
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