4,338 Commits over 1,552 Days - 0.12cph!
Add use_doppler sound op to stack, disable it on attached streams (doppler is no good on streams because it pitches)
Start allowing video audio stream to attach to sound events to change how audio is played
Add clear to audio stream interface, clear the resample buffer instead of having to recreate the whole stream
Documentation
Call OnTextureCreated after new texture has been rendered to
Bind all the functions of video player
Pass video events down to managed
Add Duration and CurrentPlaybackTime
Tell managed when texture has been created, we don't know until first frame has been decoded
Give video player the managed object so we can call back to it
Init, shutdown and run frame for video playback in a service so we don't have to do it manually
Fix streaming from url not working
Get rid of event wait shit for audio, ExecuteOnMainThread handles this
Initial support for audio playback
Range check Model.GetMaterials, Add Model.Materials to iterate through all mesh materials
Add Model.GetMaterialGroupIndex and Model.GetMaterials (from group index or name)
ShaderGraph: Fix formatting on generated code
Bind resolve shaders and textures directly instead of going through renderable pass, avoids it being used across frame boundaries
Initial support for playing video
ShaderGraph: Move graph serialization to it's own file
ShaderGraph: Refactor codegen to keep it self contained in the compiler
ShaderGraph: Give pastes an ident so people know what it is
ShaderGraph: Copy pastes now use a gzip with base64 to make them easier to paste to people
ShaderGraph: Refactor NodeResult
Allow underscores in parameter names
Refactor writing parameter options
Add bool IsAttribute to Parameter and Texture nodes
If true, `Attribute( "name" )` option will be added
Don't include UI options in generated code when using attributes (attributes don't show in the UI anyway)
Don't include UI options in generated code when using attributes (attributes don't show in the UI anyway)
ShaderGraph: Fix vec2, vec3 and Color components compiling as constants
ShaderGraph: Add object space position node (i.vPositionOs from vertex input)
Add BBox Rotate and Transform because I'm always needing it
Create trace data for procedural meshes
Fix back of stairs primitive builder
Merge vertices in PolygonMesh
Dynamically created physics bodies set their game scene node handle to zero so tracing against them should return world as the entity
Add internal function to scene object to add tracing from vertex data, internal because it's only needed for tools currently
New curve editor that can be translated and zoomed, operates on absolute time and value
Test animating objects with curves
Main window
Viewport with map drag drop and downloading
Assert when creating scene object with model that has no visible meshes, this would result in no native scene object being created and the next handle to mess up
Check if model has visible meshes before creating scenemap models
Resolve map name for scenemap so it's more forgiving with the map name you give it
Don't set light probe textures if they're null
PET: Render sound pitch scale default to 1.0
Trim _c off asset drag drop, fixes compiled only models being dragged in
ShaderGraph: Add Texture Cube node https://files.facepunch.com/layla/1b2611b1/sbox_GNWEjlZAAv.png
Animgraph: Support int params for selector node https://files.facepunch.com/layla/1b2611b1/sbox-dev_um7vlodzlf.mp4
PET: Remove junk from render sound, hook up volume_atten and pitch
Rework Inertia and InertiaRotation to use non inverse inertia to give sane values
Modeldoc: Don't scale and mirror offsets for hull and mesh, fixes mirror getting cancelled out
ShaderGraph: Fix inline node editor not updating when deleting connection
Add PhysicsBody Inertia and InertiaRotation getters
Shadergraph: Shift click connection to insert reroute node
Allow scene maps to be created in menu context even if the scene world isn't transient, menu sometimes creates non transient worlds
Animgraph: Transition states must all pass before checking random time between if it's enabled
Animgraph: Allow state machine to transition at a random time between https://files.facepunch.com/layla/1b2011b1/sbox-dev_Me4oLBw6HB.mp4
MaxVisClusters 1024 -> 4096 this should be better for large maps
Fix potential shader compile errors with dot product node, make sure B is casted to A so they have the same dimension
ShaderGraph: Accept right mouse press to stop it from deselecting items
ShaderGraph: Create a comment node from a selection of nodes
Add undo scope for adding comment
Make sure collision tags for particles are initialized to zero
Fix particle traces not using tags for calculating planes