4,312 Commits over 1,552 Days - 0.12cph!
Don't allow animgraph override on client unless the entity is client only
Add AnimGraphDirectPlayback Time and Duration
Add shader asset type and empty resource compiler for it
Enable InitSkinnedPositionFromCPSnapshot
Suspension properties
Steering properties
Spin properties
Add shader asset type and empty resource compiler for it
Add back IFnPhysicsJoint
Add IFnPhysicsWheelJoint
Add dirks new wheel joint for when/if we decide we want to use it https://files.facepunch.com/layla/1b0811b1/sbox_0019.mp4
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)
Rename DirectPlayback to AnimGraphDirectPlayback
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
Abstract DirectPlayback, the same way we do morphs
Impl direct playback for scene object
Add remaining direct playback functions so we can decide how we want the API designed
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
Initial support for direct playback https://files.facepunch.com/layla/1b0111b1/sbox_0004.mp4
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
Impl SceneObjectMorphCollection
Ability to control Morphs from C#
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
Some null checking in inline binds
Create a networked managed wrapper around g_pSoundOpSystem instead of using g_pSoundOpGameSystem
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