14,040 Commits over 1,583 Days - 0.37cph!
Update Facepunch.ActionGraphs
Citizen/animgraph: tie the new airborne flailing to wish_groundspeed
Citizen/animgraph: added better airborne flailing + fixed airborne-ground-airborne jank protection using a timeout of 1000ms instead of 100ms
Set VR depth resolve & refract textures, fixes glass rendering in VR
PhysicsTrace cleanup, can trace against Capsule, BBox, Sphere individually
ReflectionSerializedObject properties set their PropertyType
Attributes to ignore / include members as ActionGraph nodes
Refactor conditional models to use tags instead of hard defined indexes. Add Clothing.Tags
Make CUtlString a real interop type
Add binds for CHitBox, HitBoxSet
Fix embarassing CUtlString conversion
Add Model.HitboxSet
Citizen/animgraph: added Sprint_NW
Move `vr_depth_submit` convar over to managed
Respect `vr_spectator_show_left_eye` value
VR companion view, render stereo to its own back buffer
https://files.facepunch.com/alexguthrie/1b0111b1/sbox-dev_Z2Mn6GMTLF.png
Citizen/animgraph: added Sprint_NE + other misc. small tweaks
Fix .sndscape assets not being added to __references
Fix ActionGraphs breaking on full hotload
If in editor then mount source2/cloud in the gamemenu
Load resources from the correct filesystem in GameMenu
Add essential system types to TypeLibrary (#1365)
* Add some essential System.* types to TypeLibrary
* Fixed TypeLibrary.GetType<T>()
* System type tests
* Simplify reflection in NodeLibrary
* Filter methods available to ActionGraph
* Add PropertyDescription.IsIndexer
Targeted Messages (Send to Connection Id) (#1363)
* Can send message directly to connection id and if necessary route through server and wrap in a TargetedMessage
* Forward sender id in targeted message, when received by intended recipient call message handler with sender connection
Clothing: experiment with exposing conditional models (changing clothes to use different models based on occupied clothing slots)
Allow widgets to intercept/override shortcuts
Console output ignores shortcuts when selected/focused (copy works again)
Can jump to items in the asset list by typing the name
Ignore these ikchain scale asserts
Allow more Json depth
Whitelist Task.IsCompletedSuccessfully
Give game system access to the loading screen
Wireframe and ToolsVisMode can be driven per-view by Camera attributes instead of global convars
Tweak ControlWidget creation so the value doesn't pop in a frame later
VR texture submit supports full depth submit (but we're not passing depth just yet)
Pass depth buffer to submit
Citizen/animgraph: reverse the orders of "lock when waned" in the landing animation groups
Simpler decal shader
Add SceneObject.Flags.NeedsEnvironmentMap
Citizen: reduced the lean in the sprint forwards animation clip by ~20 degrees
Quick and dirty loading screen when downloading game menu
vk: "fix" semaphore hang when recreating swapchains
vk: always use D32FS8 for depth buffer
Rename VRNative CheckError function to Assert
Move assert function for VR overlay errors into VRNative
Remove unused VRNative functions
Support for all types of VR textures (pose, depth+pose, depth, and neither)
Hack to support system types in TypeLoader
Update Facepunch.ActionGraphs
Move ActionGraph related attributes to Sandbox.System
Move NodeLibrary outside of TypeLibrary
Get rid of some logging
New Clothing - Medieval Armour Outfit
LODs and Skinning adjustments coming asap!
Ensure that clothing TargetModel has a standard scale, so it doesn't fuck up bounds (?)
Add Menu.AddOption
Get bool state from BoolControlWidget
Up the ZFar distance for clothing camera render so it's clear when bounds are way too big
Make ResourceControlWidget menu a modal, fixes it popping onto other monitors if near boundary
Citizen/animgraph: expanded landing animations (new crouching & movement-specific behaviours), + big improvements to blending out of landing
Add Sheet class for shaders
Add Depth class
Add Fog api
Helpers
Send TcpChannel in a thread, so it doesn't lock up the unit tests
Add Widget.UpdatesEnabled - which to be honest is fucking useless but it's there for completeness
Material::Init fully initialized material
r_dynamic_reflections 1 by default
Add Connection.SendMessage
Allow creating a TaskSource
Fix warning