14,047 Commits over 1,583 Days - 0.37cph!
Fix initial menu presence, as well as presence when disconnecting from a server
Implement ModalSystem.CloseAll, close all modals when killing game menu instance
Make rich presence say playing a game while in its game menu (update to say Menu later?)
When connecting to a server, open its gamemenu and immediately open the loading screen
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Fixed blend paint gizmo not showing
Mirror UV when sampling inside filter - prevents ugly border around some elements when using `filter: blur()`
Compiled shaders with aoproxy fixes
Cache GameLobby.Data to prevent issues with grabbing lobby info after setting it. Invalidate on lobby data refresh
Probably a better way to do this :anguished:
Correct file path for error sound
Citizen/animgraph: changed the facial idle noise layer so that it won't part the lips anymore + other small layout/comment improvements
Citizen/animgraph: improvements on scale_height subgraph (much more readable layout, added safeguard against duck corrective in special movement states)
Animgraph/tutorials: added file on transition orders
Animgraph tutorials: stubs for remaining tutorials + work-in-progress file relating to nested state machines
Animgraph tutorials: added a file explaining the differences between the 'on finished' & 'on almost finished' transition conditions between states
Animgraph tutorials: added block about assigning a default animgraph to a VMDL
Animgraph tutorials: added new file on reset signals
Citizen/animgraph: improved the Slide special movement state through the use of nested state machines + fun partial re-use of the Roll Exit anims for it + fixed head bug in the Roll state
Citizen/animgraph: use idle layer instead of static frame when slide move_groundspeed=0
Animgraph tutorials: layout changes & readability improvements to account for QT screen scale shenanigans (😒)
ShaderGraph: Don't stomp vVertexColor, this is used for tint it seems?
Docs pass for GameLobby, importantly Lobby.ConVars, and inherit docs where possible
ShaderGraph: Set vVertexColor in generated code
Fix jiggle bones in animation helper stomping bone scale animation
Use morph channel index cached in anim container instead of assuming it's the second channel. Fixes scale channel thinking it's the morph channel when there's no morphs.
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ModelDoc: Make sure anim bone scaling isn't applied if not enabled
Update tutorial_02_basic_principles.vanmgrph
Aoproxy composition: Fetch the texel with lowest distance, make it much simpler, fixes ugly black artifacts, darkern directional ao a bit more
https://i.imgur.com/Laib79y.png
Public property setters on WorldTextEntity
Opt into using uniform animation scaling data https://files.facepunch.com/layla/1b0911b1/hBJOAzIvqt.mp4
Null check video system before trying to encode audio
Fix potential crash in CBaseAnimating::AddViseme
Remove last crumbs from fsr
Null check readable bones in CalcAnimationState, seems to be the cause of our most common crash
Update shaders from a clean compile
Added five tutorial graphs under /game/core/animgraphs -- more to come!
Citizen: disabled viseme prefab by default
Citizen: added debug_animation_scaling anim
Make PerViewRuntimeFastPathLightingConstantBuffer match vulkan what's on c++, compiler is still optimizing some constants out though
Initialize multiview parameters on spritecard shaders
Org Info Modal https://files.facepunch.com/tony/1b0711b1/sbox_g2OtLOLYzn.mp4
Extra controls in sound editor
Fix copytexture coordinates hi-z depth, fixes dynamic reflections on tools
https://i.imgur.com/Qn3vHPl.png
Fix small fog clipping on seamless entry for fog
Fix framebuffer copy scale for water
Do softer collision on ripplecompute, fixes aliasing on screen border
Add min max metadata to modeldoc variables #3770
Hammer: Add tile view option to fast texture tool and allow zooming out a bit more
Make GraphicsItem.PrepareGeometryChange public
Fix voxel surface split setting parent instead of parent surface #3771