14,046 Commits over 1,583 Days - 0.37cph!
Fix mistake in hull copy when adding transformed hull
Add experimental SceneModel,SetBoneOverride
Fix zero radius capsules in some maps crashing the game, clamp to convex radius
Izabu Physics (#1308)
Replaced the physics library to provide us with easier updates and bug fixes. No softbody (yet)
Handle upgrading ParameterInfo (#1287)
New Outfit Piece! - Football Shorts
Adjustments to the goalie glove textures
FPArms: camera is now handled separately on a different path & made additive so that simultaneous jump/land/airborne + attack anims don't stomp each other unpleasantly
Citizen: move foot attachments into prefab
Transform Json serializable
ControlWidget don't fall through OnContextMenu by default
Add Paint.MeasureText easy mode
Speed up PopupWidget fade in
Add ITag.SetFrom
Unmount/Re-mount Vpk After Map Compile (#1309)
* Initial commit
* Test mount/unmount VPK methods
* Remove file extension when passing to Mount/UnmountVPK
* Use ChangeExtension instead as apparently this preserves the path...
* Fix IsVPKMounted check not working
* Fix docs
* Use correct log channel
* Rename to OnPreCompileFinished + OnPostCompileFinished
Add SceneMode.OnSoundEvent
Add SceneModel.OnGenericEvent
Fix CUtlString copying crash in animevent_t
Add SceneModel.UpdateToBindPose()
Add SceneModel.OnFootstepEvent
Update FootstepEvent
Give citizen foot_L and foot_R attachments back, so footstep events work
Add CSceneAnimatableObject.SetBindPose
More keyvalues binds
Disable a ton of anim events (until someone tells me they were using it)
Anim event callbacks
Goalie Gloves adjustments + Black Rubber Gloves
Also some adjustments to the skinning of the chef shirt!
football shirt variation
Football shirt version of the Standard shirt + scifi armour colour variations
Add an random U offset to tiling hotspots UVs
Goalie Gloves
Initial goalie gloves model for the football outfit!
LODs coming asap
Validate indices are in range in AddCollisionMesh
Add BodyGroupsControlWidget
Add BodyPart.BoneName
ControlWidget supports wide mode
Added ControlWidget.ValueHash
HasAttribute non generic
CustomEditorAttribute has WithAllAttributes property
Name the bodygroups in citizen
Add Model.BodyParts, obsolete all the old accessors
Revert "None of this is used, prove me wrong"
This reverts commit 673e5e351dc372e2cdb4b91f3fefcea3b8fd9990.
None of this is used, prove me wrong
Add SceneModel.MergeBones( SceneModel other )
Fix startup error
Performance scope animation update
AssetSystem: optimize FindByPath lookup
Optimize GameResourceProcessor
Keep __references ordered to avoid diff hell
Optimize recursive WalkJsonTree
FPArms: updated weightlists
FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
SceneModel can get anim parameters
Native Resource Cache
Use a sliding window cache alongside weak references for our native resources in C#. There were cases where we were reloading resources every frame because the garbage collector was too good at it's job, so we'll let per frame loads hang around a bit longer.
Resolves #1306
Add PhysicsWorld.Step( delta, substeps )
Fix strong handle leak in Texture.FromNative
SelectionSystem has events
Rename TreeNode.HasChild to TreeNode.HasDescendant
Open and scroll to selected item in treeview
Updated trace code from Jay
add Gizmo.Draw.SolidNavigationMesh, LineNavigationMesh
Add NavigationPath.GetPositionAlongPath
Add Gizmo.Draw.SolidTriangles
Remove all the Msg'ing when generating a navmesh
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
Plumb in a fix for EntityPrefabEditor entity selection
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
See if we can convince it to compile editor addons during test
Write s&box.sln in unit test proper