userMaxime Lebledcancel

894 Commits over 1,126 Days - 0.03cph!

12 Months Ago
First person: changed bindPose to have its height zeroed out (such that camera height = 0), like in the punching animation set
12 Months Ago
Citizen/animgraph: fixed "none" idle poses not updating until a reset signal is forwarded by switching holdtype and back again
1 Year Ago
adding chain link fence models/textures/material/tileset Citizen/animgraph: changed the logic used to disable the scale_height pelvis height offset to a tag-based state machine + other minor improvements ShaderGraph: Add Texture Cube node https://files.facepunch.com/layla/1b2611b1/sbox_GNWEjlZAAv.png Trim _c off asset drag drop, fixes compiled only models being dragged in New Outfit Piece! - Loose Trousers https://files.facepunch.com/daniel/1b2611b1/sbox-dev_DZQW1epzxX.jpg Adjustments to skinning and LODs coming asap fixed security shutter length Package reference fixes (#965) * Use PackageReference for referencing packages, References for referencing assemblies * Fixed test passing for the wrong reason * Rename Compiler.PackageReference to PackageReferences * Don't fast hotload if a referenced assembly has changed * More assembly / package reference strictness * Made generic method resolving / comparing stricter * We need to re-resolve all member references in fast-hotloaded methods * More precise logic when deciding if a referencing assembly can be fast-hotloaded * Constructor resolution regression fix * Some cleanup in ILGeneratorExtensions * Hotload.GetMethods helper now matches name * Access control now caches assembly definitions by name + version * Assert that the correct assembly definition version is resolved * Keep exactly the outgoing assembly definition cached, but dispose older versions * Clean up AccessControl.Resolve a bit * WIP referencing fast-hotloaded assembly fix * Fixed unloading IsolatedAssemblyContexts during fast hotload * Remove some logging * Fix menu breaking after hotload * WIP force-reload assemblies that depend on a changed package * Allow resolving newer assembly versions * PackageLoader.LoadAssemblyFromPackage cleanup * Only force an assembly reload if dependent package did a full hotload * Fix exception in ContextTools.DetermineContext in fast hotloaded methods * Init TypeLibrary in TestUI.Panels.PanelTests * Description codegen: just allow multiple [Description] instead of being non-deterministic Hammer 'convert model to mesh' respects bodygroups for models with source files Added support for bodygroups on static props Remove Steam Audio (#990) * Removed steamaudio from soundsystem, map builder, hammer * Obsolete ReverbScale / ReverbVolume Adjust mixgraph to fix muffled audio Fix gamemode & map error report tags getting set to null or previously loaded game PET: Render sound pitch scale default to 1.0 Don't land on the blank lobby page after leaving a game Fixes the occasional blank menu on disconnect Let us show tools that only show up in non-retail mode Speculative fix for sound events ran in tools Fixed publishing addons referencing libraries * Added helper DistinctReferences / DistinctPackageReferences properties to include all system / package references respectively. * For addon packages, DistinctPackageReferences will include the parent package. Improvements to package selector Restrict ability to select multiple games/maps for launch configs. Do not require holding CTRL when selecting multiple addons for a launch config (Added BaseItemWidget.ToggleSelect) Package selector properly selects initial selected items on open Use Asset Picker for selecting local maps in Launch Configs Assert when creating scene object with model that has no visible meshes, this would result in no native scene object being created and the next handle to mess up Check if model has visible meshes before creating scenemap models Resolve map name for scenemap so it's more forgiving with the map name you give it Don't set light probe textures if they're null Allow resolving newer versions of assemblies in AccessControl Bin Man Outfit https://files.facepunch.com/daniel/1b2811b1/sbox-dev_AOAV6ReGJF.jpg Citizen/clothing: rigged "waistcoat and shirt" item Editor: Add option to render specific thumbnail in the clothing editor When loading multiple packages, sort by references Make sure that a referenced package is loaded before the packages that reference it. Possible fix for #996 Added test for Package.SortByReferences() Remove some logging Move game specific events to GameEvents, keep Event.Hotload and Event.Debug.Overlay, mark others obsolete (#993) Error when compiling if event listener method has incorrect params based on MethodArguments attribute (#992) * Initial commit * Nicer error * Use an error id thats not used * Use full name when getting attribute so dont process this for some other random attribute with the same name * Apply to any attr * Change error title * Remove unused using statements Add GameEvent.Server.ClientJoined and GameEvent.Server.ClientDisconnect events Addon packages should reference package.base too Fixed several materials having incorrect surface Update cref value Fixed analog actions NRE caused by a silly typo Citizen/animgraph: added a new "slide" special movement state https://files.facepunch.com/maxlebled/1b2911b1/sbox_2023-04-29_23-02-50.mp4 Clean up template maps Updated preview flat (modeldoc testmap) Fix up obsolete event usage in Sandbox.Game Don't pass KeyboardModifiers in input actions related methods anymore ManifestGroups cleanup Optimize Input.SetupManifestData Register analogs when creating groups, instead of iterating through after we've finished Fixed sboxgame/issues/issues/3224 Add Package.Type.Collection Asset Browser - cloud assets support filtering by more types Show your organizations in the asset browser Right clicking a cloud asset shows a popup, allowing favouriting, rating etc Move the shadow with the popup 😓 Clear api cache when favouriting Show favourited collections on asset list Add Package.Interaction Fix exception when Log.Error receives a null parameter Fix Game.Server not being filled in on server LODs for multiple clothing pieces Allow multiple commands from in-game console i.e. command1;command2; Don't automatically update account information when adding favourite Don't update collection list on favourite changed if not a collection change Validate cloud assets on first access Fix AssetList calling OnPackageSelected instead of OnPackageHighlight Preview in inspector when selecting cloud assets Fix Asset.Package not being immediately available PropertySheet { init; } properties are read-only Fix choppy Input.Pressed outside of Simulate (e.g FrameSimulate or UI Tick) when FPS was lower than tick rate Fix fog drifting when your view is still by clamping max TAA value Fix cubemap feathering on combined light probes More LODs for clothing pieces Lods for waistcoat and simple dress, aswell as an adjustment fix to the face tattoo material. Add an option to create a .gitignore when creating a new project Fixed an exception when giving a project invalid asset location Fixed an exception when drawing BaseItemWidget items Happened when creating a new asset Warning fixes & adjusted project creation/open labels Warn about missing input actions once Fixed documentation of Compiler.Name Failing test reproducing #996 Better generic method resolution, fixes #996 Possible fix for sboxgame/issues#3227 Make RPC code gen deterministic Added .vpk to .gitignore template Fix build failing models, these probably need the same lodding setup as simple_dress too @DanduwFP Remove SetMinimumFrameBufferRenderTargetSize, only used on SFM and it fucks scratch FBs, don't let SetMainSwapChain override behaviour of swapchain size listener on tools, remove hacks that we were using for setting scratch fbs Shader Graph: Clean up recent files code; make clear recent files show again, only show max 10, re-opening a file moves it to the top of recent files Whitelist System.Buffers.Binary.BinaryPrimitives Whitelist System.Environment.StackTrace Instead of silently failing throw arg exceptions - fix internal events not having correct params (#1003) Whitelist System.Lazy Whitelist System.Runtime.CompilerServices.ConditionalWeakTable Revert "Never recompile symlinked assets, e.g compiled asset from asset.party that you have the source file for" This was causing more problems then it was solving, need to rethink a better way to do this. Whitelist System.Collections.Concurrent.ConcurrentDictionary & System.Collections.Concurrent.BlockingCollection Electrical sockets and switches and plug wip Failing test reproducing sboxgame/issues#3227 Fixed sboxgame/issues#3227 Update steamworks sdk Whitelist some System.Buffer methods * System.Buffer.BlockCopy( System.Array, System.Int32, System.Array, System.Int32, System.Int32 ) * System.Buffer.ByteLength( System.Array ) * System.Buffer.GetByte( System.Array, System.Int32 ) * System.Buffer.SetByte( System.Array, System.Int32, System.Byte ) interopgen: don't needlessly overwrite subfiles as this would cause c++ rebuilds everytime LODs for a bunch of clothing pieces Lods for Clogs and socks, waistcoat and shirt, rubber gloves, stylish glasses and loose trousers. Single socket back Run ServerConfig.InitClient every time the game loop starts, as opposed to on bootstrap - when we kill stringtable pointers on shutdown, we unsubscribe any existing events, making input actions fall out of sync when joining another game. See #998 SerializedObject base implementations (#1006) Hammer Gizmos (#874) ( https://wiki.facepunch.com/sbox/Hammer_Gizmos ) https://files.facepunch.com/matt/1b0511b1/gizmos.mp4 Added "Shaders" folder to Base Library csproj Fixed WorldTextEntity being affected by WorldPanels sboxgame/issues/issues/3225 Fix obsolete warnings about GameEvent Remove unused network code Remove unused clientmessages Send all RPCs unreliably - which is actually not unreliable at all but just affects the receive order Strip out EntityEvent stuff that does nothing Area Lights (#885) Co-authored-by: bakscratch Adjusted Rect light editor model Area light controls for spotlightentity and update gizmos for the other ones, CylinderLightEntity.cs > AreaLightEntity.cs Make sure area lights don't intersect with walls so we can sample CDFs properly, do bound calculation properly, speed up SIMD path Fix F6 recording when FB scratchtexture is bigger than the screen Citizen: added WalkFast (north), which is 75 units/second (Walk is 49 u/s)
1 Year Ago
Citizen: added WalkFast_S
1 Year Ago
Citizen: added WalkFast (north), which is 75 units/second (Walk is 49 u/s)
1 Year Ago
Citizen/animgraph: added a new "slide" special movement state https://files.facepunch.com/maxlebled/1b2911b1/sbox_2023-04-29_23-02-50.mp4
1 Year Ago
Citizen/clothing: rigged "waistcoat and shirt" item
1 Year Ago
Citizen/animgraph: changed the logic used to disable the scale_height pelvis height offset to a tag-based state machine + other minor improvements
1 Year Ago
Citizen: tweaks to scale_height source poses (they now affect arms a little bit less)
1 Year Ago
Citizen/clothing: updated summer shorts to latest rig & reskinned them
1 Year Ago
Citizen/clothing: updated polo shirts to latest rig
1 Year Ago
Citizen/clothing: updated Hawaiian shirt to latest rig
1 Year Ago
Citizen/clothing: updated flannel shirts to latest rig
1 Year Ago
Citizen/clothing: enabled expensive tangents on dotted dress (gets rid of shading seam)
1 Year Ago
Citizen/animgraph: fixed the scale_height min & default values being swapped (oops)
1 Year Ago
Citizen/animgraph: removed restriction on scale_height feature You are still very much advised to keep the value between 0.8 and 1.2, but if you want to set it to 2.0 and create a noodly-limbed monstrosity, you may now do that without having to edit the Citizen animgraph. Merge branch 'master' of sbox
1 Year Ago
Citizen/clothing: updated v-neck t-shirts to latest rig & reskinned them Merge branch 'master' of sbox
1 Year Ago
Citizen/clothing: updated cargo pants to the new rig & reskinned them
1 Year Ago
Citizen/clothing: updated tank top cut body meshes to latest rig + improved skinning along cloth edges
1 Year Ago
Brightened up the avatar editing menu
1 Year Ago
Citizen/clothing: added new item, "Diving Rebreather" This one comes with fancier rigging enabled by item-level animation constraints created entirely in ModelDoc. https://files.facepunch.com/maxlebled/1b1711b1/sbox_2023-04-17_07-19-47.mp4
1 Year Ago
Citizen/animgraph: improved sit_offset_height The feet now pivot up and detach from the ground beyond +3 units, and the arms also follow correctly. https://files.facepunch.com/maxlebled/1b1411b1/sbox_2023-04-14_21-11-48.mp4
1 Year Ago
Citizen/animgraph: misc. small fixes Fixed handling of some special movement transitions, move_style keeps cycle when switching modes, & some comment stuff
1 Year Ago
Citizen/animgraph: added faster walk ring + added "move_style" enum. (See commit comments.) The faster walk ring helps achieve a better blend between walking & running (the in-between strides are faster and look somewhat less awkward). The "move_style" enum lets you force walking only, or running only. Variations on upright movement could be hooked up there in the future.
1 Year Ago
Citizen/clothing: updated Posh Dress to latest skinning
1 Year Ago
Citizen: skinning hotfix
1 Year Ago
Citizen/clothing: converted Posh Dress to new rig setup Citizen: moved height scale preview sequences into debug prefab
1 Year Ago
Citizen: part 2 of the recent rig update (see commit comments for details) - Further improvements to skinning: much better deformation between spine0 and pelvis, refinements to the upper arm to shoulder to neck regions, a gentler blend from thorax to neck to head (which also better matches up with the "chin" of the character), and slightly better volume preservation for elbow and kneecap helpers. All of these changes also allow the height scaling feature to hold up better. - Fixed a small angle drift that had devilishly sneaked into the leg bones (this is the part where I sarcastically profess my love for 3ds Max and Autodesk software in general) - Fixed the kneecap helpers being the children of leg_lower_*_twist0 instead of leg_lower_* - Updated the "all-in-one" FBX source file - Following this model update, there may be very minor seams showing up in some clothing items under specific circumstances; these will be addressed in separate commits
1 Year Ago
Citizen: tagged AO mask as uncompressed, which avoids blockiness and banding from showing up, especially on darker skin colors + small improvement to skin05 (a bit less purplish)
1 Year Ago
Citizen/clothing: added "stopgap" twist setup to shorts, trousers, and vests
1 Year Ago
Citizen/clothing: added "stopgap" twist setup to jumpers, shirts, and shoes
1 Year Ago
Citizen/clothing: added "stopgap" twist setup to jackets (testing with this one is parts of the prefab really need to be disabled situationally; if the build server doesn't throw up an error on content compile, then we're good)
1 Year Ago
Citizen/clothing: added "stopgap" twist setup to gloves
1 Year Ago
Citizen/clothing: added "stopgap" twist setup to dresses
1 Year Ago
Citizen: updated the "stopgap" VMDL prefab that should be applied on models with the old Citizen skeleton & merged the two into one (because when flattened, they auto-sort into the proper categories)
1 Year Ago
Citizen: updated skeleton & twist helpers to use the "containerized" setup seen in the Humans rig + improved behaviour of procedural constraints This greatly improves the way limbs behave when squashing and stretching, especially when using the height_scale feature, and most notably their upper parts, which were unable to do so properly before. **IMPORTANT:** this doesn't "break" old VMDLs, because the new twist bones are named differently (previously "twist", now "twist0" & "twist1"). So there is a sort of barebones level of "retrocompatibility". However, it does mean that the old bones will stop twisting. The ideal solution is to fix your clothing items etc. to use the new bone names & transforms, *BUT* as an easy stopgap solution, you can import a prefab onto older VMDLs (like clothing items) which contains the old constraints, and they will run inside that VMDL, separately. (This does mean they won't benefit from the improved squash/stretch, but it will at least keep the helpers running as they did.) There will also be a minor skinning update in not too long to push this to be as good as possible.
1 Year Ago
Citizen: disabled IKChain_Old nodes, which were causing issues with Active Sequence Bounds. All existing animgraph nodes are referencing the newer IK chains anyway (or if I missed some, they should be, anyway)
1 Year Ago
Citizen: in preparation for minor rig update, 2 VMDL prefabs for inclusion in clothing items so that they can easily retain the functionality of the old twist helper setup
1 Year Ago
Citizen/animgraph: added an overhead pose to holditem (set holdtype_pose=5)
1 Year Ago
Citizen: added a fourth, head-only LOD level (see commit comments) Head_LOD4 further reduces the tris count, but most importantly completely removes the eyes. This means one less material called, which, in turn, means one less draw call per character at very long distances.
1 Year Ago
10 example DMX scenes
1 Year Ago
Citizen/animgraph: melee_punch holdtype can now be set to a "blocking" pose by setting holdtype_pose = 1
1 Year Ago
Update citizen_sfm.vmdl_c
1 Year Ago
Citizen/animgraph: added second pose to RPG holdtype. Blending between pose 1 and pose 2 changes the distance of the left hand grip
1 Year Ago
Various animation source updates
1 Year Ago
Citizen/animgraph: updated RPG standing aim matrix & various look chains
1 Year Ago
Citizen: fixed CrouchWalkLow_* animations' processing prefab contents being unintentionally disabled Merge branch 'master' of sbox
1 Year Ago
Citizen/animgraph: added standing aim matrix to RPG holdtype
1 Year Ago
Added RPG weapon stub
1 Year Ago
Citizen/animgraph: added RPG holdtype + renamed "*_moving_* animations to "*_standing_moving_*" where appropriate