4,306 Commits over 1,552 Days - 0.12cph!
ModelDoc: Fix bone merged models not clamping to their max lod level when forcing lod level
Support custom picked maps for light rigs so you're not always stuck with built in ones https://files.facepunch.com/layla/1b0311b1/sbox-dev_QJtb1fY8HV.png
Seeing what needs to be done to load a compiled map into a sceneworld, putting on a branch so I don't have to stash it https://files.facepunch.com/layla/1b0211b1/sbox-dev_nCYeuvAdb2.png
Hammer: Reset camera speed mul with middle mouse button
Fix tool camera ALT + right click being incredibly sensitive
Hammer: Add option for mousewheel speed boost
ModelDoc: Don't scale normal deltas, fixes morphs getting fucked when scaling model
Hammer: Scroll wheel changes max speed boost when moving, useful for getting around quickly
Simplify parts of asset browser page to cut down on wasted space https://files.facepunch.com/layla/1b0211b1/sbox-dev_w9jwy2z9zS.png
Remove stats label from asset browser page - wasted space
Add node categories https://files.facepunch.com/layla/1b0111b1/sbox-dev_nEiyubXrVw.png
Some node renames max suggested
Stop node menu from auto closing when not desired
Fix node context menu not being able to create nodes
Animgraph: Add filter box for node list https://files.facepunch.com/layla/1b3011b1/sbox-dev_tujIbmzjPj.png
(Hopefully) Fix very annoying random crash on shutdown - sound events were getting double deleted
Set sequence cycle zero time only on first update
Revert an assert fix in CSequenceUpdateNode, don't know what the assert is but this fix is fucking up animations (viewmodel deploy)
SceneModel now uses animation helper internally so it can support all the animation features (constraints, physics bones, etc)
Add SceneModel.SetAnimGraph
Rework audio encoding for video recording so that the sink writer doesn't throttle during low fps (loading screen)
Allow mesh to create an empty vertex buffer for when you want to create vertex data after model has been created
Do the same for index buffer
Destroy old buffers when resizing them (creating a new buffer) probably very bad that we wasn't already doing this
Animgraph: Add context menu action to convert sequence node to single frame node https://files.facepunch.com/layla/1b2311b1/sbox-dev_WLgxmvsYT4.png
Fix animgraph autosave stomping the current session
Animgraph: Fix animgraph not autosaving (uses default settings, no UI yet)
Animgraph: Add context menu item to select all child nodes
Animgraph: Fix crash when focusing on deleted state machine item
Obsolete SetAnimGraphPreview, addons will probably fail otherwise because a command in base was using it
Remove animgraph_preview - no longer functional and can be done a better way
Draw waveform for sound file preview https://files.facepunch.com/layla/1b1811b1/sbox-dev_qVSPpHFSP6.png
Handle sound file reloads, release ref and add it back after reload finishes
Add (probably temp) sound file preview
Animgraph: Don't preserve fullscreen state on restore
Animgraph: Add toggleable fullscreen layout ( Shift + Alt + Z )
Add EnvironmentLightEntity.DynamicShadows like the rest of the light entities
Initialize CLightComponent cascades to 3 so shadows don't look terrible when spawned dynamically
Add SceneWorld.ClearColor for minimal games that don't want to fuck with a skybox just to set a background color
I think that worked? So remove the subgraph compiler completely
Remove compiler identifier from subgraph assets so the build server hopefully doesn't try to compile them (revert this if it breaks)
Add shader asset type and empty resource compiler for it
DevCam: Only pivot on a valid trace
Scroll wheel can also change pivot distance
Change base movement speed with scroll wheel for better control
Don't add duplicate preview models
Maybe fix blend2d preview messing up when reloading model
Don't force frame rate when recording movie
Pass the client to OnClientActive (why would we not want to know which client it was?)
Network snd_event_point so that it can play on client spawn instead of playing again for everyone when a new client spawns
Soundfile resource (#252)
* SoundFile class to grab properties from HSound
* Add SoundFile.GetSamples
* Use PrecacheSound to get sound handle
* Getting samples has to be async
* Comments
* Bail out of getting samples if we failed to load the source
* Add CSfxTable refs for SoundFile, release them on loop end and exiting
* Rename ISound to VSound_t
Rename ISound to VSound_t
Add CSfxTable refs for SoundFile, release them on loop end and exiting
Bail out of getting samples if we failed to load the source
Getting samples has to be async