14,135 Commits over 1,583 Days - 0.37cph!
Citizen/animgraph: added new parameters
Better sound position for constraint break sound
Use new axis helper model for constraints
Implement Break Limits for all constraints except for Pulley
This includes Break input and OnBreak output
Also moved Break Limit properties to a category as they are not that commonly used
Pulley is currently bugged
Properly cleanup constraint joints on entity removal
Remove 'Follow teleport distance' property from constraints as it is not used
Implement 'Enable Collisions' for all constraints
(except for Pulley which is bugged)
Merge branch 'master' of sbox
Build out CitizenAnimationHelper
A few more parameters on CitizenAnimationHelper
Added Resume Game button to pause menu
Remove stats label from asset browser page - wasted space
Add node categories https://files.facepunch.com/layla/1b0111b1/sbox-dev_nEiyubXrVw.png
Supply correct dimension and shorthand for background-size transitions
Add transition for background-position
Citizen/animgraph: added aim matrix for CrouchIdlePose_Default
Some node renames max suggested
Stop node menu from auto closing when not desired
Fix node context menu not being able to create nodes
Return file processing to template creation
Fixes Facepunch/sbox-issues#1988
Animgraph: Add filter box for node list https://files.facepunch.com/layla/1b3011b1/sbox-dev_tujIbmzjPj.png
Trim unused gameui stuff
Render HUD, UI, VROverlay, DebugOverlay on main thread
Add icons to Sound and Gameplay categories in Hammer
Fixed Entity Tool's Collapsed Sidebar setting not saving
Renamed Hurt/Teleport Volume, give all c# entities categories
Templates added to Addon Creator
* Show project templates in the addon creator
* Updated game.minimal to use file-scoped namespaces
* Templates can provide a list of resource paths to get added to AddonConfig
* .addon now gets written after the template is copied over, instead of before
https://files.facepunch.com/devultj/1b3011b1/sbox_tieYMXnNC5.png
Added PushVolumeEntity as replacement for trigger_push
Minor cleanups
drawtriggers_toggle works for non BaseTrigger entities that have Trigger collision group
Update these materials
give Prop and PropGib 'prop' and 'gib' tags on spawn
Fix normals for valve standard shading
Don't strip extension for which shader to compile
trying to compile "my_shader" would end up compiling other shaders with the same prefix such as "my_shader_poop_version"
Fix Surface not loading AudioMaterial properly making sounds extra wanky cause no material surfaces were defined
Add internal virtual GameResource.PostLoad( GameHost ) for GameResource in Sandbox.Engine to know what host to grab any dependency GameResource from
Defer calling GameResource.PostLoad until after all GameResource are "loaded" and can be grabbed with Resource.Get. Not really a hack and lets people do the most obvious thing
(Hopefully) Fix very annoying random crash on shutdown - sound events were getting double deleted
Citizen: fixed IdlePose_Default having been exported with 11 frames instead of 30
This fixes idle animations playing too fast.
Citizen/animgraph: reenabled standing long idle poses that I'd disabled for testing
Citizen/animgraph: added generic standing aim matrices
IdlePose_Default is now properly symmetrical as was intended, and comes with 3 different aim matrices (normal, fully halved, vertical halved; the latter being the one in use) that solve limitations of the procedural Look At chains.
Fix per-frame cleanup taking a long time
Fire exit - lods, self illum and terry skin
Merge branch 'master' of sbox
Speed improvement to lod selection when rendering large amounts of objects
Tactical Helmet LODs
Lods for Tactical Helmet, up and working!
Managed asset browser shows real file extensions
Internally still use the "asset type" file extensions, except for images (png, etc) so they can be found via Texture.Load
piss. fix DrawMaterialIcon -> DrawIcon
Add category count / filters to tools console widget so people can see they have errors and easily see them
https://files.facepunch.com/matt/1b2911b1/sbox_neEB3rhcQI.png
New Outfit Piece - Tactical Helmet!
Very exciting new head piece! Tactical Helmet! LODs to come ASAP.
https://files.facepunch.com/daniel/1b2911b1/Photoshop_lfRUolHqEX.png
Handle DrawText, MeasureText with empty text
ClassProperty, StructProperty - update title properly
GameResource promises
Clear the event loop on shutdown
Adding some ambient stings
Soundscape supports stings
https://files.facepunch.com/garry/bafaabae-bda6-405e-80ea-655db2618bb7.mp4
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)
Fix foliage having no subsurface, disable GS from foliage entirely for now, unlikely to yield much gains
Fix shading on blendable
Cleanup, give support to Transmission on Material API
ceiling halogen -gib material fix
Merge branch 'master' of sbox
Panel system optimization
SceneModel now uses animation helper internally so it can support all the animation features (constraints, physics bones, etc)
Revert "Managed Asset Browser shows real file extensions"
This reverts commit 43fe539cd88e4f031a56ecdf5c1017873cb06627.
Revert "Asset Picker uses real file extensions"
This reverts commit 85f1584f031118e88db08d7cc303920cb2a57312.
Fixed possible exceptions in FontManager
Delete material that referenced old cookieslice
New glow based on outlines rather than normal extension
Do a full cycle on the glow to close last mesh gap
sbox_glow_stencil > glow_stencil, push C++ side of glow
Remove non-cs version of sbox_cookieslice, never used
Some adjustments to glow, fix projection viewport being messed up, render them before translucents
https://i.imgur.com/0uvh7xX.png
Also kill old sbox_cookieslice shader source
Add TypeForwardedTo for EventAttribute
Widget.ConstrainToScreen also works horizontally
Apply ConstrainToScreen to popout menus
(Such as the asset browser icon size selector)