4,304 Commits over 1,552 Days - 0.12cph!
Don't bother getting the node manager from path entry now
Don't go back to home on animgraph change due to an undo
Animgraph can now get and find nodes across any group
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
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
FocusOnLocation and OnAttributeModified goes through node manager
Same deal for copy graph nodes
Fix paste graph nodes not using the correct node manager
Enable stack drawing on node items for group nodes
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
Remove m_rootNodeID in format conversion
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
Keep track of the animgraph in path entry so that the correct anim node can be got when updating visualization
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
Add CGroupInputAnimNode and CGroupOuputAnimNode stubs
Add group anim node
Add group editor widget
Add anim node manager
Add KV3_FORMAT_ANIMGRAPH2 and converter for migrating to node manager
Undo modelspace jiggle bones, need to find out why doing it in worldspace looks so bad instead
Simulate jigglebones in modelspace so that only animation influences it, looks shit in worldspace. Todo: make this an option
Cloth sim on frame, don't flush cloth updates on frame, as comments suggest. Seems to make jiggle bones more stable?
Fix calculate procedural bones jittering, use bone accessor code path that's meant to be used when model is scaled, works better
Remove log left in by mistake
Don't predict entity effects flags, it causes old effects value to be used around the time UpdateVisibilityAllEntities is called
Undo fix for #1655, need to fix this properly
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
Fix dodgy tangents on glass sometimes (doors in construct)
Remove native shatter glass code
Remove more references to panorama
Remove some more misc old code that isn't added to compile
Comment out DebugView on water
Remove workshop_controller
Remove temporary entities except for decal, projected decal, world decal, just incase
Remove all remaining AI code
Force schemacompiler to do a rebuild
More sbox_gamerules cleanup
Remove basecombatweapon, basecombatcharacter, baseviewmodel, most ai code, misc legacy entities, weapon systems, basically most of the game code we dont want
remove all hlalyx and steamtours ifdefs
Update first_person_arms_punching.vanmgrph_c
Fix assert in CChoiceUpdateNode
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
Release the QueryInterface ptr
Set multithread protected on d3d device https://docs.microsoft.com/en-us/windows/win32/api/mfobjects/nf-mfobjects-imfdxgidevicemanager-resetdevice
Add D3D11_CREATE_DEVICE_VIDEO_SUPPORT to device flags, encoder degrades performance without it
Make sure video encoder uses even width and height, nvidia drivers doesn't like encoding odd sizes