4,014 Commits over 1,461 Days - 0.11cph!
Remove some unused properties from voice
All sounds can compute amplitude now, add Voice.Amplitude and SoundHandle.Amplitude
Delete rendering world session, not used anymore
Don't support FIELD_VARIANT (not used) to get entity2 usage out of tier2
Don't include entitykeyvalues where it's not needed
Replace entitykeyvalues with keyvalues3 for map game data node
Trim down entitykeyvalues some more
Allow modelphysics to disable collision sounds
ModelPhysics bodies sets their gameobject
CollisionSoundSystem doesn't rely on collider so allow it to run without one
Remove last remaining networking code from animgraph (I think)
Remove last remaining CLIENT_DLL and SERVER_DLL defines
Remove these daft unused damping functions from physics interface
Optional params for SoundStream.Play
Add GetBodyGroup to ModelRenderer
Fix uninitialized variables in model anim, this will make IsWorldSpace assert reliably trigger when it should
Set morph frame source anim to worldspace, fixes assert
Fix transformed terrain incorrect lods by transforming camera pos in shader
Fix CastHeightShape (Allows casting against transformed terrain)
Delete deprecated anim nodes
Delete unused network related functions
Delete IsNetworkAuthority
Delete anim node network mode
Delete PropagateNetworkMode
IsNetworkAuthority always true until I remove this
Start removing networking from animgraph (BindNetworkedVars, BindNetworkVariables, BindNetworkedParameters)
Initialize material.. but properly this time
Fix collider overriding shape surface with default surface when model has already set it
PhysicsShape.SurfaceMaterial updates the cached surface so it doesn't get into a situation where native and managed surface is out of sync
Play impact sound from the impact surface, not the shape surface (they can be different on meshes!)
Initialize native physics shape material to default so there's always a valid surface
Set map physics shapes collider to map collider component so they get collision events
Translate view based on zoom factor
Get rid of this, I hate it actually, should have a better way
Add Material.RepresentativeTexture, some tools want to know the main color texture of a material
Enable laughter detection on lipsync, add laughter score property
Init and shutdown ovrLipSync in soundsystem
Compile morph frame data into model keyvalues
Make a tiny change in citizen to make sure it gets recompiled
Add ovrlipsync thirdparty
Plug skinned renderer into voice component to test lipsync https://files.facepunch.com/layla/1b1211b1/sbox.2024.01.12.03.48.43.mp4
Fix morph frame property domain getting fucked after model compile
Cache sample rate so we're not always asking steamuser for it
Add Voice component https://files.facepunch.com/layla/1b1011b1/sbox.2024.01.10.20.22.06.mp4
Delete mouth system from soundsystem, too specific, doesn't work anymore
Remove all references to baseentity
remove entitysystem include from def
Delete entitysystem, no longer needed!
Delete everything from entity2 except entitysystem and entitykeyvalues