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3,552 Commits over 1,338 Days - 0.11cph!

2 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
2 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
2 Years Ago
FocusOnLocation and OnAttributeModified goes through node manager
2 Years Ago
Same deal for copy graph nodes
2 Years Ago
Fix paste graph nodes not using the correct node manager
2 Years Ago
Enable stack drawing on node items for group nodes
2 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
2 Years Ago
Remove m_rootNodeID in format conversion
2 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
2 Years Ago
Keep track of the animgraph in path entry so that the correct anim node can be got when updating visualization
2 Years Ago
Let anim node manager deal with removing invalid nodes and setting context post load Move all handling of nodes into node manager Move root node id into node manager, find it on post load so we don't have to save it
2 Years Ago
Add CGroupInputAnimNode and CGroupOuputAnimNode stubs
2 Years Ago
Add group anim node Add group editor widget Add anim node manager Add KV3_FORMAT_ANIMGRAPH2 and converter for migrating to node manager
2 Years Ago
Undo modelspace jiggle bones, need to find out why doing it in worldspace looks so bad instead
2 Years Ago
Simulate jigglebones in modelspace so that only animation influences it, looks shit in worldspace. Todo: make this an option
2 Years Ago
Cloth sim on frame, don't flush cloth updates on frame, as comments suggest. Seems to make jiggle bones more stable?
2 Years Ago
Fix calculate procedural bones jittering, use bone accessor code path that's meant to be used when model is scaled, works better
2 Years Ago
And a few more
2 Years Ago
Remove more game ifdefs
2 Years Ago
Remove log left in by mistake
2 Years Ago
Don't predict entity effects flags, it causes old effects value to be used around the time UpdateVisibilityAllEntities is called
2 Years Ago
Undo fix for #1655, need to fix this properly
2 Years Ago
Fix LookAtCamera
2 Years Ago
Save out a client side value of m_fEffects, for some reason this networked var is out of date at the time of calling UpdateVisibilityAllEntities. Fixes player model not rendering in firstperson on respawn
2 Years Ago
Fix dodgy tangents on glass sometimes (doors in construct)
2 Years Ago
Remove native shatter glass code
2 Years Ago
Remove more references to panorama
2 Years Ago
Remove some more misc old code that isn't added to compile
2 Years Ago
Comment out DebugView on water
2 Years Ago
Remove clientuischeme
2 Years Ago
Remove all hlcore ifdefs
2 Years Ago
Remove econitemtoolmodel
2 Years Ago
Remove entitydissolve
2 Years Ago
Remove workshop_controller
2 Years Ago
Remove temporary entities except for decal, projected decal, world decal, just incase
2 Years Ago
Remove all remaining AI code
2 Years Ago
Force schemacompiler to do a rebuild
2 Years Ago
More sbox_gamerules cleanup
2 Years Ago
Cleanup sbox_gamerules
2 Years Ago
Remove basecombatweapon, basecombatcharacter, baseviewmodel, most ai code, misc legacy entities, weapon systems, basically most of the game code we dont want
2 Years Ago
remove all hlalyx and steamtours ifdefs
2 Years Ago
Update first_person_arms_punching.vanmgrph_c
2 Years Ago
Fix assert in CChoiceUpdateNode
2 Years Ago
Set m_flCycleZeroTime to anim time if it's zero, fixes newly spawned entities not starting the animgraph at the start of the first sequence cycle. there's probably a better way to do this
2 Years Ago
Release the QueryInterface ptr
2 Years Ago
Set multithread protected on d3d device https://docs.microsoft.com/en-us/windows/win32/api/mfobjects/nf-mfobjects-imfdxgidevicemanager-resetdevice
2 Years Ago
Add D3D11_CREATE_DEVICE_VIDEO_SUPPORT to device flags, encoder degrades performance without it
2 Years Ago
Make sure video encoder uses even width and height, nvidia drivers doesn't like encoding odd sizes
2 Years Ago
Don't copy texture using shaders on nvidia hardware, isn't needed for video encoding on nvidia and could fix driver bug
2 Years Ago
RecordMovie: Use CopyTexture instead of ResolveRenderTargets to see if that fixes driver crash