14,190 Commits over 1,583 Days - 0.37cph!
Added better support for Orthographic cameras, you can now correctly use Vector3.ToScreen in Orthographic, and added Input.CursorOrigin. You can use Input.CursorOrigin and Input.CursorAim to cast an orthographic ray. Input.CursorOrigin defaults to the camera position when not in Orthographic mode.
Updated blendshapetest model with full set of morphs/debug eye animation
Small tweaks to citizen skin textures to account for the face moving
Add sfm to the tools to rebuild after everything else
Upper body compositing now switches between 3 different weightlists based on a variety of conditional checks
This allows "action" animations (attacking, reloading) to properly fully take over the upper body, while simply running will let more of the underlying spine movement through, and being idle will let more of the idle noise through.
Add ModelBuilder.WithSurface to set collision surface property
Change ModelBuilder API so it uses a struct
finished street lamp parts lodding and phys creation and setup
All the various parts should now be fully lodded and physics shapes created
Merge branch 'master' of sbox
Fixes for Thai feedback on street lamps
Still need to fix a couple of things, but adding in for safe keeping.
Merge branch 'master' of sbox
Change PhysicsBuilder to a class
Meshes and physics meshes use signed indices because they're better to work with
Added * operator for BBox to scale but on the right branch this time
Add Mesh.Bounds setter (bbox)
Remove all other shitty ways of creating models. Creating models is now done through Mesh and ModelBuilder
Check best msaa mode when creating textures with msaa
Mesh.CreateVertexBuffer and Mesh.CreateIndexBuffer can optionally set initial data
PhysicsBuilder.AddMesh uses uint indices
Fix possible crash in ModelBuilder.Create
PhysicsBuilder.AddBox and PhysicsBuilder.AddHull now take a center and rotation instead of a transform because scale isn't used
Add some safety checks in CRenderMesh::DestroyBufferResources
New mesh API. Removed VertexBufferHandle and IndexBufferHandle. Creating and updating of buffers is now handled in the Mesh class
Animgraph checkpoint
Merge branch 'master' of sbox
Weapon delta sequences are now precomputed in ModelDoc to save on graph complexity and runtime cost
Fixed FGD double entity warnings
PhysicsBody.Sleep => Wake(). Sleep(), IsSleeping()
Merge branch 'master' of sbox
Street lamp base and light unit physics shapes
Also adjusted naming convention for lod0 to match Thais asana post
Merge branch 'master' of sbox
Added PhysicsBody.Sleep property (Removed Wake())
Some autodocs for PhysicsBody/Group
func_physbox spawnflags work
street lamp light uni LODs
LOD setup for the light unit that forms part of the street lamp prefabs
street lamp open base lod
Lods for the open variant of the street lamp base
Merge branch 'master' of sbox
AnimGraph: Allow notes to be added to nodes https://files.facepunch.com/layla/1b1611b1/notes.mp4
Fix ModelEntity.CopyMaterialGroup
Updated street lamps and added prefabs
Prefabs for standard size, short medium and long arm and one tall long arm prefab
Merge branch 'master' of sbox
Adjusted street lamp prefabs
adjusted street lamp prefabs to use world offset rather than local.
Citizen animgraph updates with massive improvements
Conditional aim *and* IK disables on all holdtypes
New damping parameters on a new look/aim setup for weapon holdtypes
Separate damping and new look chains when not wielding a weapon
Weapon gestures now also composite a pelvis-only additive component
(and probably more that I forgot)
Merge branch 'master' of sbox
Disable unused particle function
Added ability to set default Model, Material Group, and BodyGoup when adding Hammer.Model property
WIP street lamps
LODs and final setup still to come but all the bits are in.
Merge branch 'master' of sbox
Added support for autogen of enums for fgds
Merge branch 'master' of github.com:Facepunch/sbox
Fixed formatting
update WIP construct, fix nav, tweak tonemapping brightness
Merge branch 'master' of sbox
Add reference to Sandbox.Hotload when compiling addons (for the callbacks)
Log when an unhandled exception occurs because it will sometimes kill the process (eg in finalizers)
Crouch poses for shotgun & SMG holdtypes
ModelDoc: Fix viewing compiled models
dmfbxserializer: compute delta state normals for blend shapes in a way that isn't completely fucked
Citizen blendshapetest mesh for comparison
blendshape test temp model
Update vertex color shader
Update vertex color shader
Added Panel.PreTemplateApplied, Panel.PostTemplateApplied
Merge branch 'master' of sbox
Citizen footstep volume adjustment
Merge branch 'master' of sbox
Update skeletoninstance.def
Fixed Stylesheet variables replacing the wrong variables
Can set a variable to a variable
GetAttachment returns nullable
Fix @imported styles not triggering a hotload
Fix stylesheets loading multiple times instead of using cache
Clear cached stylesheets between sessions
Scss support for !default variables
Scss selectors support the > rule
Fixed templates not being able to create <img> panels
Rename Panel.MousePos to Panel.MousePosition
Fix TextEntry going crazy when it has no text set
Base textentry style sets padding correctly
Added Panel.LocalMatrix, Panel.GlobalMatrix
Added Matrix.Inverted
Added Matrix.Transform
Added TransformedInteract UITests