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54 Commits over 31 Days - 0.07cph!

3 Years Ago
ModelDoc: Report compile errors for ikchain and ikchainjoint when bone doesn't exist, fixes crashes
3 Years Ago
Add subgraph asset type Add type manager for subgraph
3 Years Ago
Override transfer post save/load functions so we can do our own shit for subgraph
3 Years Ago
subgraphanimnode derives from groupanimnode as they're basically the same thing
3 Years Ago
Add stubs for subgraphanimnode (this is just groupanimnode, just not loaded/saved from asset yet)
3 Years Ago
Fix statemachine and selector converters
3 Years Ago
Convert choiceanimnode to use output ids convert choreoanimnode and the rest of them (hopefully)
3 Years Ago
Convert CAimMatrixAnimNode to use output ids
3 Years Ago
fix git messing us up
3 Years Ago
FidelityFX Super Resolution Rework the resolution rescaler to use FSR instead of bilinear to provide a higher quality image when rescaling from a smaller resolution scale back to native Immediately dispose scene textures if requested for ScenePanel Fix mod list in assetbrowsers being too tall fix assertion Assert to make sure we're not a nullptr to shut vs up Shut visual studio up v2 electric boogaloo Pre init streaming bootstrap buffers Revert "Pre init streaming bootstrap buffers" This reverts commit 2cf3859d687a7901d7fdc6dfb40a6f751349cd17. Revert "Shut visual studio up v2 electric boogaloo" This reverts commit 961e4ffbe6e7b0fbb2b5dfc4b9f6af6752f7224f. Revert "Assert to make sure we're not a nullptr to shut vs up" This reverts commit 7c230cf07fc22872c597bce184701564edd71612. Lets try this Faster, much better water caustics Simulate wind ripples on water, increase offset, make underwater fog blend seamless with edges and view VS 17.2 fix traffic cone - adjusted gib location NetRead Asset is supported Merge branch 'master' of sbox office chair - adjusted shading of gibs Office chair - adjusted phys Editor window default maximized, asset browser visible Fix D_SRGB_IMAGE warnings Avoid reading NAN vectors in usercmd Office chair - small tweak to gib texturing Merge branch 'master' of sbox Fix tinting for the base shader Citizen: fixed LOD2/3 still having default eyebrows AsyncTasks tests stability Fix erode tool not working seemingly randomly due to some uninitialized memory Citizen: updated mesh files + further optimized LOD3 Fill server details from c# ServerList bindings Model class can be (de)serialized to JSON, allowing its usage in Assets Citizen: melee attack left animation BasePhysics entities (prop_physics) should derive from the FGD baseclass BasePhysicsSimulated - that way the map compiler will simulate and settle them. Citizen: added standing aim matrix to melee punch Seperate server tags properly Steamworks documentation lied, gametags can't be semicolon separated list Server list disposable, filters work, strings utf8 Show servers in lobby list Merge branch 'master' of sbox office chair - feedback Make Global.Lobby obsolete (we'll find a better way) Make chat not use lobby chat Try to leave lobby after joining the game office chair - further feedback changes Can join servers Merge branch 'master' of sbox Fix lobby map being overwritten when map selection is hidden Local addons can store metadata in their config Include local metadata when uploading addon MinPlayers/MaxPlayers in meta Remove GameConfiguration.MinPlayers, MaxPlayers Package.Meta will use local addon if available EnumBox handles int and JsonElement Move GameConfiguration.NetworkType to addon meta When a datasource bind errors, tell us which one Panel binding properties don't need a [Property] Server button resolve map name ComboBox/EnumBox can have tooltips/descriptions Move MapSelect stuff to meta Move Rank/Leaderboard config to meta, GameConfiguration is dead 🙌 Allow maps to specify which games they support Warning Fix Warn if ui template not found Update transforms test Don't force perspective last, transforms are left to right. Negate translate for perspective Fix UI scaling causing unevenness Add Render.Draw2D.BlendMode Run deferred UI deletes before layout, so they don't appear there Make post process VignetteSettings so you can read and they have defaults @ogniK5377 can you do this for all the others? BaseWeapon: don't return trace if no hit Add getters for post processing, removed unused dof texture render target, removed parent requirements Added failing test involving JsonSerializerOptions Moved special handling hotload upgraders Special json hotload handling, fixes #213 Fixed bug hotloading lambdas in generic methods Fix exception when generating thumb Citizen: first Unicycle Frenzy sequences + more animgraph comments Citizen: added unicycle pedaling animation (basic for now) Updated Screen Space particle overlay Fixed missing bollard base LODs Added simple map to toolscenelightrigs Fixed Entity IO output arguments sometimes getting an unexpected prefix Citizen: updated unicycle pedaling animation with 8% leg X scaling Recompiled traffic cone and gibs Updated asset tags Remade break piece nodes on traffic cone model Delete loads of C++ entities that were removed from fgd ages ago or just legacy as fuck, clean up loads of shit because of it too. Important we do delete these after removing them from fgds because the engine will still create them if a map has specified them previously Can manually dispatch CI workflow to force a full rebuild for when incremental builds get fucked New ripple simulation with collisions Add drag to fluid simulation and collisions Cleanup ripplecompute and how ripples are added Fix seamless entry on water, better water caustics, remove options for tesselation other than on/off, iterate on waves Cleanup hull base shader Cleanup ripple collision and propagation Adjust ripple strength New underwater surface method Port eyeball shader to use our shared code, fixes clip planes on water Add fog support to water surface, cleanup Clamp radius of water directly on C# side, send D_VIEW_INTERSECTION combo Put water combos right into place, upload water shader objects (including ripple) Propagate ripple by framerate, fixes it slowing down on low framerates Don't put r_water_ripples inside RippleCompute.cs, breaks when pushing it to shader Add render bounds for water, only render water if we are are looking at it's bounds Use two tone fog by default on test water Push latest water shader objects Don't use nullable for water properties, set default value instead Simulate ripples on bullet impact https://imgur.com/a/8eGjZdj Merge pull request #182 from Facepunch/fsr-working Implement Fidelity FX Super Resolution for resolution scaling New Hair - Eyelashes! We have beautiful new eyelashes! Fixed listen servers not joinable New Hair -Drawn on Eyebrows For the people who shaved off their eyebrows! New quick eyebrow option, goes quite well with the bob-cut hairstyle. Merge branch 'master' of sbox Remove BaseViewModel.FieldOfView (is controlled by CameraSetup) Early-out in OnOverrideAnimGraphChanged New Clothing Piece - Sporty Slippers We have some nice sporty slippers, integrated and will receive LODs ASAP. Will need to make fixes to the jean's length to cover hidden cut areas of the legs. Hotload CachedUpgrader: it's okay if this is already in the replace cache it's gonna be the same instance Update base fgd updated/added prefab, decal, materials, scaffolding kit, floor textures Merge branch 'master' of sbox Fix warnings in WaterSceneObject Give warning if calling SetModel/Model in entity constructor Don't SpewAllClients when rejecting because server is full Create socket for client steamid too, when listen server Don't throw error when joining game via lobby Remove opt disable, seems newer vs version fixed this Store current server steamid in richpresence so friends can join Fixed outro animations not always playing Fixed some broken core materials Cleaned up asset tags to stop console spam on launch Fix aim matrix crash Fix underwater caustics Pass Time.Delta to shader parameters Fix water collisions being wonky Minor tweaks on water Add surface roughness slider to water Clamp water xRes and yRes to not overflow dynamic vertex buffers, allows for water bodies of any size, revisit for env_sea Fix reflection vector on simple reflections Road signs - road sign parts, skins, and prefab Merge branch 'master' of sbox Fixed FuncPhysbox health being reset to 0 Allow base scoreboards to decide whether they should be open or not Refactor water, allow for moveable surfaces Add ripples simulation forces for moveable water https://cdn.discordapp.com/attachments/834319259458994216/958656107813941258/sbox_0054.mp4 road signs - updated retro map and normals and added extra sign designs Merge branch 'master' of sbox Fix exception when generating thumbnails Added RealTime.GlobalNow - like Now but should be in sync globally (and is a double) RealTimeSince uses GlobalNow - so should stay in sync between server and clients Merge branch 'master' of sbox New Clothing Piece! - Office Skirt Office Skirt added, adjustment to colour of plastic slippers. LODs and further adjustments to Office Skirt's skinning soon. Don't award kills for killing yourself Right click particle create option Merge branch 'master' of sbox Map Problems tab also checks path and path node entities Removed duplicate break command tool code road signs - complete speed limits for round sign Merge branch 'master' of sbox Citizen/animgraph: added crouch skid (powersliding) + IK-based noise when skidding (Powersliding is north-only for now.) Expire entity task in delete updating materials, tweak scaffolding texture Merge branch 'master' of sbox Update SDL2 to v2.0.20 - Fixes dodgy audio with some sounds Remove device_dsound and device_xaudio2 Set SDL_AUDIODRIVER to directsound for pre windows 10 (dota does this so we probably should too) default_fov not a cheat (lets you have it set on servers) and also saves, games can force a fov still if they care Citizen: separated some animation groups into their own prefabs Better way to do ripples for moving water surfaces https://i.imgur.com/xWvwdAg.mp4 Fix missing summary tag close on ScenePortal Always transmit child entities to owner Fix exception when iterating asset locations Accidentally removed ripple collision, let's put it back Citizen/animgraph: added Idle SM to melee punch Currently fades to a static pose if you haven't attacked/moved/crouched in the last 5 seconds. (This will change) Fixed nvidia bug with RgbToHsv fixes weird purple near the red light due to saturation on crossfire on nvidia cards Added Env_Shake Do a plane trace to glass plane when taking explosion damage, fixes glass not shattering from explosions in dm98 rust_crossbow.shoot Unfuck the collision groups and interacts for glass shards so player can pass through broken panels Merge branch 'master' of sbox Fix pix labelling Extra fixes for pix FPArms: HoldAdjustment layer params + PosXYZ for RH hold FPArms: changed PosX range to ±10 instead of ±5 Forgot this one too Looks cleaner like this FPArms: fixed hold_L incorrect default orientation, and added XYZ gizmo teapot tester while animgraph doesn't support bonemerging models yet New outfit piece! - Office Blazer We have a new top piece to finish off the week! The skinning will need some work, aswell as on a few pieces that combine with it, since we want pieces to fit all together, so that'll take some time to get right! For now, some clothes combined with the blazer work, and some not so much. Fixes coming ASAP! LODs for this asset for come aswell. Small adjustments to a few clothing files to work together with other clothing. Updated ladder tileset: vis exclude on parts + no collision on curve top FPArms: Hold adj. pos layer translation source is now performed in parent space + condensed in one sequence FPArms: completed initial implementation of hold_* adj. parameters for both pos & rot Updated env_shake with volume support. ParticleEditor: Convert from degrees to radians for attributes which are angles in C_INIT_InitFloatCollection FPArms: cleaned up materials + prefab changes + added bodygroups to hide arms / show debug gizmos for hold bones FPArms: added ik data Fix mistake when converting degree to radian for set float particle function Citizen: added bone culling (with prefabs) to LOD 2+3 Citizen: fixed vertex normal seams on LOD3 Clothing: updated LODs on Jeans Clothing: updated all LOD switch distances to 0/10/20/40 Added empty_tileset Merge branch 'master' of sbox Tweak ripplecompute, clamp collision and ripple size Animgraph: Add animation clips window to easily drag in animation nodes https://files.facepunch.com/layla/1b0411b1/432432.mp4 Fix build errors Animgraph: Add option for default network mode for newly created nodes https://files.facepunch.com/layla/1b0411b1/sbox-dev_jelIpRdlUW.png PathPlatformEntity properly resets its LocalVelocity Also warp the platform to the first node on spawn, and prevent infinite velocities Move IModelBreakCommand stuff to a separate file ent_fire tells you when it failed to find any entities to fire an input on Animgraph: Hook up num frames, frame rate and duration for clip properties Animgraph: Clip drag drop creates single frame anim node for anims with 1 frame Animgraph: Handle selection changed in anim clip widget Street name - two variations of street name sign designs Merge branch 'master' of sbox Add multi select combo box, use it for enum flags in property editor https://files.facepunch.com/layla/1b0511b1/sbox-dev_bxdOgE3sui.png Remake multi select combo box for enum flags in pure C# (needs styling) Adjust input settings layout to scroll Input settings style tweaks Fix out of range exception Fix map & resource path lists shrinking in addon editor Fix CheckBox not pulling package meta bool binds Fix up/down arrow caret navigation on multiline inputs Fix caret position on newline characters Previous fix missed an edge case and did not work with emojis, hope this way isn't shit Documentation and other minor code adjustments Prop gibs now inherit material group ModelDoc: Give the user a chance to copy a model into an addon dir if they try to import a model from outside an addon dir Delete engine break commands, and replace some useful ones with c# implementations Merge branch 'master' of sbox Remove engine break commands code Citizen: updated unicycle pedaling animation Switch to new api urls Tools doesn't need its own package query function Force CBasePlayer transmit always Fix NRE when deserializing a dictionary that ends up with a null key Citizen/unicycle: added sequences for fast pedaling and leaning Citizen/unicycle: updated pedaling animations so that feet are always flat relative to pedals Citizen/unicycle: updated balance sequences Citizen/unicycle: fixed a couple mistakes Recompile sbox_glass Remove usage of PropertyAttribute in Decal asset Get rid of Alpha/RenderFX properties from base.fgd in favor of RGBA color properties Removed Hammer inputs/outputs from all engine entities to stop confusion, since they do not work anyway Theme consistency Fix StartLobby errors Upgrade "Use IDictionary<{1}, {2}> instead of Dictionary<{1}, {2}>" to an error instead of a warning Ignore ResetLatched in IV_PHASE_RENDERING Populate main menu screen with trending games SceneSystem - ignore objects with invalid bounds if it ain't in this spawn group, how can it be in the pvs? Fast return if setting model but model didn't change Fix menu exception when gameicon doesn't have info yet ContainsInterpolationVarsForPhase return false if rendering Package Updated/Created is DateTimeOffset Icon showing updated within last day Simplify switching to local api Fixed client not knowing particle names Style keyframe parser Animation style properties (unimplemented) Fixed up styles in Hammer Status bar and Input/Output window Keyframe implementation basics Implement animation-iteration-count and animation-delay animation-iteration-count can be infinite Implement animation-direction https://files.facepunch.com/garry/11901349-b088-4fba-ade1-205873d81634.mp4 ModelDoc: Allow models to have a base model so that models can be extended with extra animations (experimental) Road signs - updated skins with improved retro reflective effect & added folding construction sign lod0 Merge branch 'master' of sbox Citizen/animgraph: fixed skid IK noise applying to duck > 1.0 Road signs - added pole caps to motorway sign prefab Merge branch 'master' of sbox New Outfit Pieces - Necklace and Gloves Working on some Necklace and Glove clothing, including LODs! Making these smaller pieces to combine with the current clothing we have, also a chance to test out what works well for necklaces. Some small adjustments to the skinning to come soon. Small adjustments to organising and stacking of clothing aswell. ModelDoc: Add window to bone merge models to the preview model https://files.facepunch.com/layla/1b1111b1/sbox-dev_f5498a5rRI.png GameData (.fgd) is now managed, game entities are now loaded at runtime from their type information instead of from .fgd files. This also runs both ways and let's us access all GameData from C#. * Packages you use in your map get saved ( e.g facepunch.dm98, valve.cstrike ) and fetched on map load * Map compiler doesn't try to load fgds anymore, replace it with a KV3 provided by Hammer -> ResourceCompiler. * Map classes can be loaded directly from a LocalAddon or a RemoteP * Remove .fgds of anything that is a managed entity, also remove legacy syntax so we can remove shit loads of code. * Obsolete [Spawnflags] they're confusing for everyone, use a properly named enum with [Flags] on instead. ( Enums with [Flags] also work now, no more FGDType("bitflags") required. If fgd files fail to load, don't fuck managed game data for it. Invalidate Hammer map entities data when a remote package is loaded BaseTrigger.ActivationTags properly sets it's default value to "player", give base Player a "player" tag. Fix help descriptions not showing on entity properties, also give each map class a help context related to their dll Fix base properties (targetname, tags, etc.) not using proper prop type Fix error creating lobby when gamemode's maplist is not null but empty Fix crash when loading a map with entities from a remote package Dress modeldoc and textures setup Outfit piece file setup for further skinning Merge branch 'master' of sbox Fix Hammer gradient fog preview, managed gamedata classes are checked for globals now road signs - adjustable street name sign fixed tiling Merge branch 'master' of sbox road signs - lods for signs and clips Make sure base addon is always compiled in tools mode even with no local addons - fixes base entities not showing in Hammer Don't presettle prop physics that have Static set ( same behaviour HLX would do with Motion Disabled spawnflag ) Add hammer input for shatter glass reset Oops Add a couple of links in the Help menu to the wiki and issue tracker Fix NRE in DebugBits Add a place in engine to grab Sandbox.Game.dll for reflection access EngineGlue to load json from jsonasset Create Sandbox.Utility.JsonAsset for loading JsonAssets Add game assembly to tool's GAM Use EngineLoop.GameAssembly in LoadEngineEntities() Add Asset.TryLoadObject (I don't love this) Add PropertySheet for asset type to inspector (not saving or anything right now) Call managed PostLoadMap just before the Hammer world is loaded, load our remote packages (if any) there Remove fgd unit test. Remove a bunch of legacy C++ entities (func_breakable, func_lod, func_ladder, func_dustmotes, func_dustcloud) Remove all voice code (we handle this) Remove takedamageinfo (causing problems on build server) Fix build errors More build errors Road signs - lod updates and lods for folding construction sign Merge branch 'master' of sbox Ensure callbacks for networked lists pass a list containing its old values, and a list containing its new Adjust sensitivity slider's range and format Fix mistake in BakeAmbientOcclusionAttribute New Hair - Curly Long Red Wavy Hair, planning to make a few adjustments. Store old value / new value lists as members to save allocations and only process these lists if the networked list has a callback Merge branch 'master' of github.com:Facepunch/sbox Read GameClass Helpers from KV3 ( fixes them not being in resourcecompiler and weird shit like lighting breaking because of it ) Move AccessControl to its own assembly Move access control tests to own assembly Merge branch 'master' of sbox Add Ceiridge.001 AC test Another check for unsafe code Fix crash when launching game with no audio devices Compiler reference System.Net.Sockets.dll - not whitelisted, useful for tool addons though Also pass GD class metadata to map compiler Sand bag - sand bag lod0 road signs - no pedestrians skin Merge branch 'master' of sbox Fixes to Dress skinning and smaller adjustments Fix [Hammer.DoorHelper] using the wrong editor helper PrecipitationEntity deletes its particles on removal Hide worldspawn from Hammer's entity tool Fixed Engine C# entities appearing twice in Hammer Delete GameData.LoadEngineEntities IL verification and tests Access rules are built into the dll Fix menu double GameAssemblyManager.Init Allow menu to whitelist Sandbox.Menu access Sandbags - lods Fixed low contrast tooltips in Hammer and elsewhere Also gave tooltips a dark background to match the rest of the UI folding construction sign - updated gib col Fix double IL verify Merge branch 'master' of sbox Give remaining C# entities Display attributes Fill in documentation for Panel class methods Added (Class)Name of entity to Hammer entity tool tooltips Make entity tool icons a bit bigger Add some assemblies to whitelist Remove unused Cleaned up asset tags added dev materials + new gibs Fix managed Qt dock window and window DeleteOnClose possible typo causing it to never be set to false. Don't delete on close for EditorMainWindow on shutdown, allows for proper shutdown and cleanup and fixes annoying assert we've had for ages. adding material variation/decals Add empty map option for games If Input.Down/Pressed/Released are used serverside outside of a simulated context throw a warning that you're using it in the wrong place Fix Input.Down / Input.Pressed being delayed or not working at all when used clientside outside of Simulate Copy & restore clientside Input state during Simulate, should fix double inputs when you press exactly on a server tick Fixed shatter glass broken material not always applying Also fixed initial glass shard being non solid to players on spawn Pass managed GDVariable metadata to native EditorMainWindow OnClose is getting called twice when closing game from taskbar (maybe Qt bug?), make sure RequestHS_Quit isn't called twice. Never call the base closeEvent for managed main window, we always need it valid during shutdown ModelDoc: Add angle snapping settings for model rotation https://files.facepunch.com/layla/1b1611b1/sbox-dev_cq0WOEnWhg.mp4 Added HasSkipHotloadAttribute() helper method ArrayUpgrader now checks AutoSkipUpgrader Added SkipHotload to Arguments array in LogEvent Fixed AutoSkipUpgrader check in ArrayUpgrader Fixed DelegateUpgrader missing some replacements AutoSkipUpgrader is now optional for ArrayUpgrader Remove native gamemovement code Remove base_playeranimstate Remove gameplay junk from gamerules (ideally we shouldn't even need a gamerules class anymore) Remove all native team code Fix asset absolute path getting stomped by Path.Combine Fix assets from other gamemodes getting uploaded when paths are similar, i.e. c:\addon and c:\addon-two Remove all native code related to vehicles Remove damagetypes Fixed citizen box model having collisions on gibs Don't init scene file cache, we don't care about choreo, fixes warning Don't warn about missing mapdoc helpers in tool scene vmap, this is harmless and to be expected (cos tool scene isn't hammer and some helpers only exist in hammer) Fixed AO box on citizen cardboard box Fix caret position when pasted text contains emojis Add a emoji replacement to textentry tests Fix caret position when clicking and navigating with up/down arrows Start cleaning out junk from baseplayer Remove junk from player local data Remove player_pickup, items, item_generic, physics_prop_ragdoll Remove all native ragdoll code, we don't use it Remove aimtargetmanager Remove ManagedResourceHandle, we're not using this anymore Remove all xbox.def files Fix caret and selection ruined from certain emojis like 👨‍👩‍👧‍👦 Fix caret position when doing realtime emoji replace Fix potential out of range exception Fix realtime emoji replacement not working if a grapheme exists in string already Remove BOM from interopgen definitions so it would stop complaining Remove hardcoded checks for FGDCurve class Added JSONConverter to Color32 Allow BaseCarriable to decide if it wants to be bone merged to their carrier or not (fixes bone merge warning for carriables with no model, we could suppress the warning and not bone merge but maybe there's times you want to be warned about this) Fuck it, suppress the warnings and fall back to normal parenting when we can't bone merge, these warnings serve no purpose but to annoy the user, they shouldn't have to deal with it Remove playerinfomanager - unused Remove playerinfo - unused Remove some remaining VR_MOD defines Remove TakeHealth from baseplayer and baseentity Remove all econitem nonsense Remove gametypes and dota shit from sfm Don't warn about unable to load reverb data - we don't care Don't precache procedural models Don't init game server twice (was there a reason for this or just a mistake?) Make per property tool editor overrides work in Hammer Also make FGDType's editor argument work when used on classes rather than properties Moved BitFlags and RangedFloat custom editors to be global Added Gradient class - similar to FGDCurve, for usage in tools New Hair - Wavy Black Wavy Black hairstyle, and a eyebrow colour variation. Rename Gradient to ColorGradient to help its visibility Fix ui opacity not cascading properly Remove old buggy toolscene_hlmv_ground and use toolrenderable_groundplane for particle editor Signs - feedback changes Merge branch 'master' of sbox Fix Hammer door helpers - merge the duplicate doorhelper and door_helper classes so you don't get fooled into using the wrong one Fix game hang when the SDF shapes cbuffer can't be locked and it's handle invalid, prefer tier0 V_memcpy Hammer: Override materials on the preview mesh for Block Tool when creating a solid entity with [Hammer.AutoApplyMaterial] Hammer: Set entity origin when creating a solid entity in Entity Tool Support audio encoding for video recorder Don't downgrade audio device to AUDIO_S16SYS for video recording, just convert mix buffer again to what we need Finish encoding on media foundation shutdown Add red borders to show the user they're video recording, but don't render them into the video https://files.facepunch.com/layla/1b2011b1/sbox-dev_sNMXsNedy3.png Asset inspector scrollbar Asset inspector can save assets When saving a json asset, find and convert strings into resource strings Ignore some surface properties in json serializer Inspector can explore and edit structs https://files.facepunch.com/garry/f3e93313-f101-4127-b350-b9b13a19cf14.png Fixed Material Json convertor not writing filename properly Change float dragger icon to something less abrasive Array editor Array/List tries to use correct editor type SetSizeMode on ExpandGroup so it actually expands Change DecalEntry to a struct Json deserializer shits itself when structs have initializers RangedFloat editor temporary barrier - lod0 Merge branch 'master' of sbox Fix insane memory usage (6.8GB -> 700MB in menu) - thread_local in CNetworkStringTable was creating 20MB of buffers per thread.. Fix out of range exception, cleanup temporary barrier - improved col shape temporary traffic barrier - skin variations FPArms: fixed accidental non-orthogonal scaling on index fingers + new move anim for punch set Fixed default value for Entity Color in Hammer DisplayInfo can read Group from CategoryAttribute Remove PropertySheet GroupByClass Struct/List property fixes Added dev/func_monitor material as an example material that works with func_monitor Also added necessary info to func_monitor's description about how to get it to work. Hammer: EditorDefaultValue add support for Color, Vector3/2, Angles, Rotation - allows you to specify default values as you would expect instead of as a string in an attribute ```diff - [Internal.DefaultValue( "0 0 0" )] - public Angles MoveDir { get; set; } + public Angles MoveDir { get; set; } = Angles.Zero; ``` Revert "Fixed default value for Entity Color in Hammer" This reverts commit 78256d7b7abf88f067cd05ce857a804cbb5e493c. Fixed WarpToPoint ignoring RotateAlongsidePath in PathPlatformEntity New Clothing Piece! - Green Flannel Shirt A nice green flannel shirt with it's arms' rolled up. LOD'd and ready for use. Small adjustments to skinning and other small fixes to come. Codegen use LanguageVersion.CSharp10 Grapheme support for TextEntry's ctrl + left/right navigation, and a bit of cleanup Update SelectWord to work with word boundaries Double click and dragging will select whole words Cleanup Ctrl + home/end support for multiline inputs More cleanup Citizen/animgraph: procedural look upper body rotation is now significantly less dampened while moving Avatar & setting page style improvements ModelDoc: Removed unused GenericGameData nodes high_quality_shadows_region, physgun_interactions, animating_breakable_stage, ai_model_info, npc_foot_sweep, gastank_markup, fire_interactions, cable, dynamic_interaction Fairly certain all VR ones are unused too, but didn't touch them yet Delete test_entities.fgd Added IEditorAttribute<T> Added FloatSlider Add LineEdit.Alignment https://files.facepunch.com/garry/e1bc5864-b770-4e07-81f9-323a65ddfde8.png Right align number editors Removed unused ModelConfig stuff from Model/AnimEntity Delete c++ model particle spawning code from AnimEntity Move ModelParticle class and spawning to engine This is necessary so it works on all entities. Also fixed created model particles not being deleted when the entity itself is removed. Recompiling a model that spawns particles now properly re-creates particles in-game. Add Widget.ConstrainToScreen() Move enum/flags control to game Add Gloves, Facial categories to clothes Fix controls to use the new Enum/Flags Fix GameFrame dropdowns Settings cleanup and theme consistency Add slight delay to prevent re-activating keybind when clicking Settings style tweak to help with 4:3 aspect ratio Add Facial & Gloves to avatar menu Fix situation in SweepSingleConvex where we start in solid but can still return a valid normal, fixes sometimes getting stuck in surf Implement getting normal for SweepToResult Fudge the endpos by a smaller amount in move helper, shouldn't need to be as large now Use a smaller epsilon in trace solver seems to fix dodgy traces without having to fudge our endpos in movehelper Still keep the fudge amount for movehelper, it's much better but this is still needed in rare situations Make precipitation entity a trigger so it can be turned on and off when triggered by local pawn Update voice stream volume using snd_voipvolume Add voice chat volume in settings menu Remove warning in configuration system left over from splitscreen code removal Some more baseplayer cleanup Remove all client fx_* code Remove all code marked with CLIENT_DISABLE_SOURCE1FPS_SHARED - we don't use any of them Do the same but for the server ones Remove observer mode stuff from baseplayer Remove any code relating to spectators Remove player use code and viewpunch shit Remove viewroll code from baseplayer Remove responselib and responserules Remove all junk vars from baseplayer (at least the ones that are obvious) Remove vcdgen Remove choreoobjects, baseflex, sceneentity - basically anything that uses choreo baseplayer now derives from baseentity (we have pawns so we don't need anything more) Add video_bitrate and video_framerate convars for video recorder Start up video encoder as a threaded job so video recording doesn't hitch when starting to record Make sure encoding threaded job is initialized to null just incase only recreate graph instance if the override graph is different sandbag - adjusted col shape adjusted collision shape, so there is little chance of sandbag ending up balanced on its side temporary barrier - adjusted lock and hole rebaked with simplified feet, adjusted locking point Add back choreo stuff - we need to decide if we want to use any of it first sand bag - further adjusted sandbag col shape Added FuncMonitor.SetCamera input & method glasses, eyes tweaks road signs - extra skins and tweaks to clip and rail Correct default values for flags type properties in Hammer Provide correct default values for vector and such properties if default value is not set Hammer: Give correct default value to 'Hierarchy > Model Attachment scale' Hammer: Updated descriptions of properties in the Transform group low wood fence - adjusted col shapes road signs - col tweaks and triangle prefab fix Merge branch 'master' into animgraph-groups
3 Years Ago
Add macro to convert node connections so it isn't such a chore
3 Years Ago
Convert CBoneMaskAnimNode to use output ids (i got to do like 50 of these ugh)
3 Years Ago
Merge branch 'master' into animgraph-groups
3 Years Ago
Add icon for state machine, show node icons in context menu
3 Years Ago
Convert CAddAnimNode to use output ids
3 Years Ago
Cleanup Fix output nodes sometimes not secondary highlighting
3 Years Ago
Fix more build errors
3 Years Ago
Fix build errors
3 Years Ago
Handle secondary highlighting of nodes that don't have a node instance (groups)
3 Years Ago
Get output node will skip other output nodes until it finds a legit node, allows chaining of groups Reset the output id when removing connection
3 Years Ago
Change root node to use input connection instead of child id CAnimGraphFixedData::GetUpdateNode asks the node for the actual update node when output id is valid Never add a update node for child nodes that have a valid output id (nodes connected to groups) Cleanup Try to update secondary highlights for group nodes
3 Years Ago
Better way of bypassing group nodes when creating update nodes but still not ideal
3 Years Ago
Check all nodes in graph when replacing node id references from copy paste, not just the ones in the current node manager
3 Years Ago
Make sure the child node is resynced last
3 Years Ago
Resync graph nodes for parents when attribute is modified, they may have been refreshed
3 Years Ago
Refresh references to input/output node ids in group node if they're old Fix crash in graph binding if group output isn't hooked up to anything
3 Years Ago
Delete the old output edges and recreate them with the new node Fix output pins of group input not connecting up to input pins of group output properly Make sure output plug edges are removed and recreated on node refresh Add CAnimNodeBase::GetGraph so we don't always have to go through the context to grab the graph Bypass group nodes when creating update nodes for graph binding Get the correct child id when bypassing group nodes Switch blend anim node to use input/output ids as a test kv3 conversion for CBlendAnimNode Draw node stacks differently with secondary highlight
3 Years Ago
Hooking up nodes to group node input now works
3 Years Ago
Save input connection map for group node Generate a unique id for connection proxy output Do the same for output node Add util for saving/loading hash table but direct value instead of ptr value (annoying, why can't the schema shit just handle hash tables?) Save input connection for connection proxy items
3 Years Ago
Rename ianimgroup to igroupanimnode
3 Years Ago
Auto create group input/output nodes when creating group node Hook up group node input/output node IDs Create group node child/parent plugs using their input/output nodes
3 Years Ago
Add icon support to nodes
3 Years Ago
Refresh parent plugs
3 Years Ago
Add proxy items to group input/output nodes Initial support for parent plugs
3 Years Ago
Allow create node context items to be filtered out easier Filter out group input/output anim nodes in context menu, we should never have to make these manually
3 Years Ago
Insert new node ids only after replacing child references on all nodes Delete all nodes group node has in their manager when they get deleted Add context menu item for grouping selected nodes Switch back to using CAnimGraphEditorWidget for CQGroupEditorWidget
3 Years Ago
Fix crash when reassigning node ids with connections
3 Years Ago
Reassign node IDs when they already exist, this is usually due to when a group node is copy pasted
3 Years Ago
Add node to graph node list on copy paste
3 Years Ago
Don't bother getting the node manager from path entry now Don't go back to home on animgraph change due to an undo
3 Years Ago
Animgraph can now get and find nodes across any group
3 Years Ago
Always go through the node manager to copy paste nodes from buffer Always go through the node manager to add/remove nodes and connections Remove animgraph clear, this isn't actually used Graph binding init nodes gets nodes from id through the context Node ids are unique to the graph, not the node manager
3 Years Ago
Cleanup Give graph context access to the node manager Give group anim node its own graph context so nodes always know who their node manager is
3 Years Ago
FocusOnLocation and OnAttributeModified goes through node manager
3 Years Ago
Same deal for copy graph nodes
3 Years Ago
Fix paste graph nodes not using the correct node manager
3 Years Ago
Enable stack drawing on node items for group nodes
3 Years Ago
Copy CAnimGraphEditorWidget for CQGroupEditorWidget, cut down on code duplication later Group editor widget saves group node id so we can get the new node ptr on animgraph change, fixes undo crash Remove OnUpdateVisualization from IAnimGraphVisualization, don't need to do this now
3 Years Ago
Remove m_rootNodeID in format conversion
3 Years Ago
Add IAnimNodeManager, we're gonna need this Allow animgraph to grab the node manager Create a node manager in group anim node instead of a whole new animgraph Allow node manager to be grabbed through graph editor widget so we can yoink the manager that the group node is using Send the node manager down to the visualization container widget instead of an animgraph Pass the node manager to editable graph