2,422 Commits over 1,338 Days - 0.08cph!
Enable InitSkinnedPositionFromCPSnapshot
Network sound op position, pitch, volume as separate RPC's to avoid networking a param name string
Support playing sounds from attachments (needs testing)
Added AnimGraphDirectPlayback (#502)
Fix OnPhysicsCollision not being called for client only entities
Extra safety checks for audio encoding
null check in CopyBoneTransformWeights
Recompile some citizen clothing models to generate missing vmorf
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
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
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
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
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
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
Add back Sound.FromScreen
Create a networked managed wrapper around g_pSoundOpSystem instead of using g_pSoundOpGameSystem
Some null checking in inline binds
Unfuck model compiling - oops sorry
Remove a bunch of vtex_c files from citizen that don't have .generated on them
Modeldoc: Allow bones to be compiled even when there's no skinning data
SetLinearVelocity and SetAngularVelocity ignore unreasonable values, also warn the user about it - this was breaking the physics simulation
Animgraph: Set new parameter defaults for networked and predicted based on network settings. ServerAuthoritative: networked, not predicted. ClientPredicted: networked, predicted
Use PhysicsHullFile for trashcan now we know tunneling issues were caused by suboptimal hull from PhysicsHullFromRender
Modeldoc: Change PhysicsHullFromRender default simplification algo to IFR instead of IVR, meant to give better results
Add Vector3.SmoothDamp
Add Rotation.SmoothDamp
Delete junk vtex_c files in industrial_strip_light and do a recompile of the materials
SetupPhysicsFromOBB computes orthographic areas and calculates mass, fixes some large custom models from destroying the physics engine
Revert "Fix prediction not being turned off on physics enabled entities"
This reverts commit 3f96e29c154feba32031430911f25ec88c4108e4.
Fix prediction not being turned off on physics enabled entities
Fix some small annoyances with move helper
Fix material browser asset window crashing when selecting "show hidden assets"
Animgraph: Only hide dock widgets that aren't floating when entering fullscreen mode
Inherit collision attributes of first shape on a body when adding new ones dynamically
Always override loop settings, we don't care about loop settings in the wav file
Animgraph: Do a fully copy of parameter properties
Backport cleaned physics interrface (sorry for rebuild times)