14,135 Commits over 1,583 Days - 0.37cph!
road sign - dead end
Merge branch 'master' of sbox
Citizen: more pose updates (added ground-sitting ones)
Citizen: changed morph-enabled items to use an "AnimBindPose" node instead of an externally-referenced idle pose
Merge branch 'master' of sbox
Added refraction to explosion particle
Updated the Tool Textures with a face lift https://files.facepunch.com/louie/1b1611b1/sbox_SpNzvzDCtd.png
road sign - fix for wrong colour on no parking sign
road signs - dead end sign texture
road signs - dead end square sign skin
fire extinguisher - prefab
intercom - lod switch distance tweaked, text removed from screen, increased scale
pallet - tweaked last lod and lod switch distance
Merge branch 'master' of sbox
Fix recursion in event system handling private methods
Event system handles private methods of base classes
Update [Obsolete] messages of Noise functions
Animgraph: Don't preserve fullscreen state on restore
Animgraph: Add toggleable fullscreen layout ( Shift + Alt + Z )
Only call callback for embed lists when they are cleared if it did previously have one value
Added changed callbacks for VarEmbedList (changed callbacks now work on lists of BaseNetworkable types)
Update resolution icons to better reflect their targets
Remove 16:10 and only keep the set steam deck resolution
Add steam deck & ultra wide aspect/resolution sizes in tool mode
Update & add some audio surfaces
Citizen: updated/added idle poses
Not committing animgraph yet; the implementation of idle noise is getting moved around & reorganized, with a few things still to be sorted out.
ceiling halogen - lod0 and gib
Merge branch 'master' of sbox
Workaround AmbiguousMatchException when executing Hammer inputs
Fix particle refractions
https://files.facepunch.com/ognik/1b1511b1/2022-06-23_37-53-6d3862f4-9b54-490b-bf80-7a82f116e8b4-KUbHu7jP.mp4
fire extinguisher - now uses proper particle effect for explosion
Merge branch 'master' of sbox
Fixed ent_path_platform rotating unexpectedly at high speeds
Don't double render shadows
Citizen: updated IdlePose_03
Generic wood break particle
Generic cardboard break particle
Fire Extinguisher explosion particle
pallet - col adjustments
Fire extinguisher - wip
Merge branch 'master' of sbox
Third times the charm, separate the simulators
Citizen/animgraph: control weaponless long idle poses
Set the "holdtype_pose" float to -1 to disable, 0 for "anything" (random), and then any value above to get a specific pose.
Pallet - lods
Merge branch 'master' of sbox
Citizen: updated weaponless idle poses
Split 01/02 into 01_L and 01_R, and added a new 02.
Citizen/animgraph: new parameters + IK chain changes
Citizen/animgraph: first draft of "long idle" in weaponless state
You will now transition to a different standing pose if you've not been moving for 5 seconds while not having any weapon equipped. This will currently look a little odd in motion due to no IK / different aim or additive idle management etc.
Citizen: elbow & kneecap helpers now cooperate with stretching/squashing limb lengths limbs
The elbow helpers are now children of the lower arm bones, and the kneecap helpers are now children of the lower leg bones. The procedural constraints were then adjusted accordingly. This makes stretching/squashing limb lengths work properly, and without needing animation sequences to hold helper position data... which didn't exist, and was set to be ignored anyway.
Add EnvironmentLightEntity.DynamicShadows like the rest of the light entities
Initialize CLightComponent cascades to 3 so shadows don't look terrible when spawned dynamically
Add SceneWorld.ClearColor for minimal games that don't want to fuck with a skybox just to set a background color
I think that worked? So remove the subgraph compiler completely
Remove compiler identifier from subgraph assets so the build server hopefully doesn't try to compile them (revert this if it breaks)
Fix relative specular luminance on blendable
Run mat_recompileoutdatedshaders in a thread
Fix SDF trace functions
Use UINT32 for transformation indexes on shaders, adjust multiview instancing functions to use nInstanceTransformID instead, support for it in legacy transforms too
Reenable Sructured Buffers for transformation
Bump up VFX ABI version
Add mat_recompileoutdatedshaders, Iterates and recompile shaders from previous ABI version.
Change color format of InstanceTransformUv from Float16x2 to R32 UINT, also on managed vertex objects
Adjustments to transform system, iterate, cleanup, do byte alighment fixes to work on AMD
Shader objects for core shaders
Shader objects for core addon shaders
wooden pallet - gibs
Merge branch 'master' of sbox
Citizen: updated LOD2 to reflect recent changes (incl. remade feet to fix issues)
DevCam: Only pivot on a valid trace
Scroll wheel can also change pivot distance
Change base movement speed with scroll wheel for better control
LODs for Cardboard Chest + some lod / modeldoc fixes + Long hair Grey!
Cardboard chest LODS and fixes to baseball cap, flannel shirt, summer shorts and tanktop. Plus a new Grey colour variation for Long hair asset.
Don't add duplicate preview models