255,312 Commits over 3,990 Days - 2.67cph!
removed dev unicycle
Scale player back down
Rebalanced Season pass items
basically just added new id
Added updated unicycle model https://files.facepunch.com/louie/1b2711b1/sbox-dev_q4bkoDxl3s.png
Compiled files
Can right click a sound file to create a sound definition automatically
Remove steam audio completely & begin reimplementing newer version
Basic scene simulation, get direct simulation working
Sound path simulation
Begin work on probe batches & baking
steam audio builds successfully again
HRTF
HRTF
oops
Begin pathing simulation & processor
Begin pathing simulation & processor
Setup source & listener for pathing simulation
Finish up the pathing processor
Ambisonics calculator & Simplify effect creation
Abstract reflections for all differing reflection types
Delete some stuff so we can actually get a working in-game test
Delete some stuff so we can actually get a working in-game test
Fix pathing
Minor fixes
Switch to custom scene again, force occlusion mode for now cause it sounds better
https://files.facepunch.com/ognik/1b2411b1/2022-05-01_50-45-99995434-49c9-422b-8d03-98bb156be767-ej5mgPnd.mp4
Scene destructor
Reverb & change our default material so it's not as echoy
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Probe generation
Reverb baking
I forgot that I already implemented this lmao
Fix hammer steam audio scene generation, probe generation now works
Baked format versioning, reverb settings. Bump up baked settings from 8096 rays to
32768 as a default
Improve file validation & change header format slightly for futureproofing
Probe settings, better distinction between pathing & reverb
Path setting parser
Bake reverb to the new format now
Probe reading, corruption checking/testing, prevent old steam audio files from loading probes
Finish up probe batch serialization
Fix reverb bake using an incorrect source count
Path baking
Make steam audio compilation work again
Fix baking again, load bake data and use it if available
Make baked pathing work too
Fixup crash, no idea why I did this in the first place
Turn on optimisations again
Merge pull request #244 from Facepunch/steamaudio-update-v2
Update steam audio
More buglist fixes. (This changeset is non-functional)
AssetBrowser - update settings before dataset
Fix [ResourceType] change
Fix MethodDescription.Invoke being internal
Delete unused
Editor titlebar minimum size
Asset context menu is an event, easier to add to
Fix another vmix crash
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Fix assert when creating new subgraph
Remove last remaining node id related functions from CAnimationGraph
Polished road_decals, asphalt_a, concrete_slabs, sidewalk textures with a sprinkle of gravel/moss
Fixed fast texture tool being fucked
merge from minicopter_lerp_fix
merge from static_building_parts
Backup 2022/05/27 06:50:00 UTC
- The three gauges do something (temporary)
- Adjusted bogie positions to put them closer to the ends of the locomotive, so that coupling points will stray less far from the centre of the track on tight curves
Node type comes before path
Include node location path in console logs
Visuals on the new locomotive monitor, now in widescreen
Implement GetTagCount and GetTagID for single frame nodes
Do all the same shit but for tags
Update parameter widget UI if we modify attribute of subgraph, we may have added new params when selecting subgraph so the UI needs updating
Locomotive coupling with temp visuals
Add params from subgraph to main param list if they don't already exist
- Set up fuel interaction for the locomotive. Instead of requiring the player to be on the platform, it has a speed limit for access.
- Fixed player no longer being able to mount.
- The locomotive actually moves now
HMLMG sound import settings, muzzlebreak attack effect, and 3p reload sounds
Static variant of barricade_cover_wood
Add context menu item for delete param
Delete key can delete selected params
Backup 2022/05/27 00:50:00 UTC
Fixed chainlink_fence_1x3 using incorrect layer for inner collider
Fix key icons not showing up
Add GetParamCount and GetParamID to nodes, this will be needed to see what params are referenced when subgraph saves
Implement these functions for CBlendAnimNode for now
Add a list of local params to subgraph
Scan through nodes of subgraph and save any params it uses
Fix subgraph manager not iterating subgraph hashtable correctly
Revert rail fix
Gamemode Assets
Citizen/animgraph: added in-ducking additive & switched 1D Duck nodes to Spring 35/0/1000
This way, ducking will still have some smoothing even if the incoming duck float doesn't.
Citizen: fixed root_IK shifting slightly during landing
Merge branch 'master' of sbox
Revert "Fix console spam related to BasePathEntity post pain day 3"
This reverts commit 9c0ed5a486d7e77135fb16bad68db3792218ccda.