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4,304 Commits over 1,552 Days - 0.12cph!

3 Years Ago
Fix creating new subgraph, deal with creating new subgraph inside itself and overwriting later
3 Years Ago
Start changing graph fixed data to use node locations instead of node ids - because groups and subgraphs have their own set of nodes, fixed data needs to know where the a node is in the hierarchy
3 Years Ago
Make undo redo function in context menu
3 Years Ago
Default new group nodes with 1 input and 1 output pins
3 Years Ago
Add icons for undo redo in context menu
3 Years Ago
Don't show root anim node in context menu for groups and subgraphs - root should always be in top level probably
3 Years Ago
Remove duplicate node id checking in setcontext, probably not needed now
3 Years Ago
Restore nodes for subgraph and blend2d visualizers
3 Years Ago
Give graph visualizers a node location so it can restore the node when graph changes
3 Years Ago
Fix some search crashes Search now works
3 Years Ago
More search shit Focus on location uses node path Temp fix for going to log item location Add back GetNode functions to IAnimationGraph temporarily to fix remaining errors and see whats what
3 Years Ago
Visualizer goes down the path to get to the correct node manager Graph search attempts to check nodes in all node managers, maintaining correct node path in location
3 Years Ago
Break everything so that node ids are unique local to their node manager - this is how dota works so I should do the same
3 Years Ago
Try using a node stack for GetOutputNodeID, breaks highlighting but fuck it for now
3 Years Ago
Fix crash when changing subgraph on node with connections
3 Years Ago
Detect cyclic subgraph nodes
3 Years Ago
GetOutputNodeID has optional groupnode id so groupinputnode can know what group its for
3 Years Ago
Creating subgraph from selection now works Add subgraph manager so subgraphs can be shared across subgraph nodes (this breaks everything but I've gotta figure it out either way) Give subgraphs a context Subgraph manager sets graph for new subgraph context and sets context for their node manager Fix subgraph saving Set group input/output ids for subgraph node If we paste a subgraph node, clear the input connection map Resync group node input/output node ids in the node instead of node manager, slightly slower but removes dependency on CAnimNodeManager::GetGroupNodeID
3 Years Ago
Animgraph: Fix aim matrix anim node not working in groups
3 Years Ago
"Create Group From Selection" and "Create New SubGraph From Selection" in context menu to make it obvious that they're being created from selection
3 Years Ago
Remove customer machine checks
3 Years Ago
Set subgraph node UI name to base filename if unnamed
3 Years Ago
Animgraph: Use MPropertyAttrChangeCallback instead of MPropertyAttrStateCallback for subgraph filename, fixes so many issues with updating node pins properly
3 Years Ago
Animgraph: Save all subgraphs after saving the graph
3 Years Ago
Disable subgraphs on customer machine so users can't use it yet
3 Years Ago
Fix slashes when saving subgraph
3 Years Ago
Animgraph: Save and load subgraphs when graph saves (although save needs to be done in a better place)
3 Years Ago
Animgraph: subgraph node no longer derives from group node, too much fucking about to make that work.
3 Years Ago
Animgraph: Set subgraph filename on node after creating a new one
3 Years Ago
Animgraph: Load subgraph from file when subgraph filename changes on subgraph node Animgraph: Add interface for subgraph nodes
3 Years Ago
Animgraph: Check the asset system for subgraph
3 Years Ago
Animgraph: Allow nodes to decide if they want to show a visualizer or not Animgraph: Don't show visualizer for subgraph nodes that don't have a subgraph asset set
3 Years Ago
Add functions to animation system for creating/loading/saving subgraphs OnCreateNewSubGraph asks for save location, creates new subgraph and saves it
3 Years Ago
Undo early outs in build new contact
3 Years Ago
Allow the engine to switch us to keyframed if we're attached to a moving parent as this should be fine to do now
3 Years Ago
Add interacts exclude for static level, world geometry and player clip for triggers - fixes stupid load times for triggers that get set to keyframed but actually aren't
3 Years Ago
Turns out we actually do want keyframed client side - gotta fix rubikon instead
3 Years Ago
Disable all collisions and only enable touch on base trigger and precip
3 Years Ago
Don't default motion type to keyframed on client - we sometimes have client side triggers (func_precipitation) and it's causing rubikon to shit itself on map load
3 Years Ago
Fix SetupPhysicsFromUnscaledCapsule and SetupPhysicsFromUnscaledAABB still forcing us to keyframed - let us decide that
3 Years Ago
Fix SetupPhysicsFromModel not setting ideal motion type after setting move type, this made it so static motion type was never possible, always got reset to keyframed (wtf) - fixes slow loading repo
3 Years Ago
Support for shatter_glass initial damage positions
3 Years Ago
Add r_force_copy_texture_using_shaders for the rare situations some cards are encoding video with incorrect color format
3 Years Ago
Fixup our sky entity and implement everything the native env_sky entity has, replace native env_sky with our own C# one. Remove env_sky_atmosphere (if you use this, replace it with env_sky and use a atmosphere material)
3 Years Ago
Add Hammer.Skybox helper to render skybox in hammer
3 Years Ago
Implement phys_spring Remove the bullshit constraints (phys_constraint, phys_ragdollconstraint, phys_genericconstraint, phys_keepupright - if we ever need these we can implement in a better way)
3 Years Ago
Implement phys_pulleyconstraint
3 Years Ago
Animgraph: Add GetGroupNodeID to ianimnode so we can add the group id to the current path when going to location - fixes clicking warning/error not taking you to the correct node if it's in a group
3 Years Ago
Put shatter_glass and voxel_surface into a destruction category Put func_precipitation into effects category Use tolower on entity category so we don't create multiple categories for same name
3 Years Ago
Implement phys_ballsocket