22,475 Commits over 1,614 Days - 0.58cph!
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.
Add ModelEntity.CopyMaterialOverrides, ModelEntity.CopyFrom
Fixed some addon DLLs not getting watched
Introduced by bb5359a20
Property Sheet uses TypeLibrary
TypeLibrary will expose a type if it's nested in a class that is exposed
Add CategoryAttribute
Fix AddonConfig not exposed
Fix Binding system tick allowing reentrance
Add TypeDescription.GetProperty, GetMethod
Add [ShowIf], [HideIf] attributes for properties
List/Struct/ExpandGroup margin/padding
Soundfile resource (#252)
* SoundFile class to grab properties from HSound
* Add SoundFile.GetSamples
* Use PrecacheSound to get sound handle
* Getting samples has to be async
* Comments
* Bail out of getting samples if we failed to load the source
* Add CSfxTable refs for SoundFile, release them on loop end and exiting
* Rename ISound to VSound_t
Citizen mesh updates
- Significantly improved upper arm twist, armpit, and shoulder-neck deformations. Preview: https://files.facepunch.com/maxlebled/1b0811b1/citizen_v2_june22update_2.gif
- Reflected recent changes on LOD3; fixed symmetrical inconsistencies (tris count dropped a bit more as a result!)
- LOD2/3 culling prefabs don't cull the upper arm twist bones anymore, because the effect on deformation is too important
- Upper arm twist constraint weight lowered to 0.6
Balaclava LOD3 fix
Small fix to modeldoc and model for Balaclava's LODs.
Fix not generating SpecialDependencyFingerprint properly in CResourceCompilerSBData
Add Asset.CompileIfNeededAsync()
Make sure assets are compiled before trying to upload them
Quiet down asset recompile spam, don't try to compile trivialchildassets
Separate simulation inputs to prevent simulations stomping each other
Deglue navmesh
Remove cpp naming
Refactor path cost into path builder, simplify path creation, optimize path by default
Don't need to check our segment count, our iterator already does this
Multi-goal support
Allow multi-goal to actually work
Remove the need to hold onto engine pointers
Remove some options no one will ever use
Make multi-goal condition more clear
rebase fixups
Merge pull request #226 from Facepunch/deglue-nav
Deglue navmesh & add extra navigation stuff
Pass the client to OnClientActive (why would we not want to know which client it was?)
Network snd_event_point so that it can play on client spawn instead of playing again for everyone when a new client spawns
Moved light animation code to C#
Fix obsolete override usage in particle entity
Fix an animgraph related assert
Don't force frame rate when recording movie
Add labels to level layer on post processing editor
Don't exceed maximum view count on transform overflow
Don't write morphs if we failed to allocate memory
OnPaintOverride returns a bool, determines whether to run base paint or not
Fix org control not signalling change
Flush bind system automatically on signalvaluechange
Add addon publishing window
Citizen: updated LODs
- LOD1 was remade, with the recent changes as a base. It doesn't cut anything from the torso and legs anymore (which makes things potentially easier for clothing creation), and instead focuses solely on the hands and feet. 400 tris improvement from previous iteration!
- LOD3 had some odd triangulation on the head fixed.
New Outfit Piece! - Cardboard Chest Armour
https://files.facepunch.com/daniel/1b1011b1/Photoshop_7vUKmblEBH.jpg
New Cardboard Chest Armour - LODs to come ASAP and some small adjustments to skinning.
Move noise functions to Sandbox.System, change them to be between 0 and 1
Maybe fix blend2d preview messing up when reloading model
Merge branch 'master' into curves
Don't add duplicate preview models
Maybe fix blend2d preview messing up when reloading model
Move noise functions to Sandbox.System, change them to be between 0 and 1
New Outfit Piece! - Cardboard Chest Armour
https://files.facepunch.com/daniel/1b1011b1/Photoshop_7vUKmblEBH.jpg
New Cardboard Chest Armour - LODs to come ASAP and some small adjustments to skinning.
Citizen: updated LODs
- LOD1 was remade, with the recent changes as a base. It doesn't cut anything from the torso and legs anymore (which makes things potentially easier for clothing creation), and instead focuses solely on the hands and feet. 400 tris improvement from previous iteration!
- LOD3 had some odd triangulation on the head fixed.
OnPaintOverride returns a bool, determines whether to run base paint or not
Fix org control not signalling change
Flush bind system automatically on signalvaluechange
Add addon publishing window
Don't write morphs if we failed to allocate memory
Don't exceed maximum view count on transform overflow
Add labels to level layer on post processing editor
Update shader object files
Don't force frame rate when recording movie
Fix obsolete override usage in particle entity
Fix an animgraph related assert
Moved light animation code to C#
Add mat_recompileoutdatedshaders, recompiles shaders from previous ABI version
Pass the client to OnClientActive (why would we not want to know which client it was?)
Network snd_event_point so that it can play on client spawn instead of playing again for everyone when a new client spawns
Deglue navmesh
Remove cpp naming
Refactor path cost into path builder, simplify path creation, optimize path by default
Don't need to check our segment count, our iterator already does this
Multi-goal support
Allow multi-goal to actually work
Remove the need to hold onto engine pointers
Remove some options no one will ever use
Make multi-goal condition more clear
rebase fixups
Merge pull request #226 from Facepunch/deglue-nav
Deglue navmesh & add extra navigation stuff
Deglue navmesh
Remove cpp naming
Refactor path cost into path builder, simplify path creation, optimize path by default
Don't need to check our segment count, our iterator already does this
Multi-goal support
Allow multi-goal to actually work
Remove the need to hold onto engine pointers
Remove some options no one will ever use
Make multi-goal condition more clear
Separate simulation inputs to prevent simulations stomping each other
Fix not generating SpecialDependencyFingerprint properly in CResourceCompilerSBData
Add Asset.CompileIfNeededAsync()
Make sure assets are compiled before trying to upload them
Quiet down asset recompile spam, don't try to compile trivialchildassets
Balaclava LOD3 fix
Small fix to modeldoc and model for Balaclava's LODs.
Initial work on better curves
Citizen mesh updates
- Significantly improved upper arm twist, armpit, and shoulder-neck deformations. Preview: https://files.facepunch.com/maxlebled/1b0811b1/citizen_v2_june22update_2.gif
- Reflected recent changes on LOD3; fixed symmetrical inconsistencies (tris count dropped a bit more as a result!)
- LOD2/3 culling prefabs don't cull the upper arm twist bones anymore, because the effect on deformation is too important
- Upper arm twist constraint weight lowered to 0.6
Better describe rationale when doing alignemnt adjustments when describing the transformation buffer to GPU
Soundfile resource (#252)
* SoundFile class to grab properties from HSound
* Add SoundFile.GetSamples
* Use PrecacheSound to get sound handle
* Getting samples has to be async
* Comments
* Bail out of getting samples if we failed to load the source
* Add CSfxTable refs for SoundFile, release them on loop end and exiting
* Rename ISound to VSound_t
Rename ISound to VSound_t
Property Sheet uses TypeLibrary
TypeLibrary will expose a type if it's nested in a class that is exposed
Add CategoryAttribute
Fix AddonConfig not exposed
Fix Binding system tick allowing reentrance
Add TypeDescription.GetProperty, GetMethod
Add [ShowIf], [HideIf] attributes for properties
List/Struct/ExpandGroup margin/padding
Add CSfxTable refs for SoundFile, release them on loop end and exiting
Bail out of getting samples if we failed to load the source
Fixed some addon DLLs not getting watched
Introduced by bb5359a20
Getting samples has to be async
Add ModelEntity.CopyMaterialOverrides, ModelEntity.CopyFrom
Match the same amount of transforms as valve
Fix multiview instancing adjustment offset with new transform code, add GetTransformDataForSlot helper
Bump VFX API version
Use PrecacheSound to get sound handle
SoundFile class to grab properties from HSound
Remove p4 junk from map manifest
Hammer: Ignore bevel snap toggle if any of the edit boxes are in focus (so select all can be used in them)
Added failing hotload static primitive field test
Repros Facepunch/sbox-issues#1918
Fixed hotloading static fields of auto-skipped types
Fixes Facepunch/sbox-issues#1918
Add [Editor] attribute
Fix [Editor] attributes not taking priority over type matching
Use decibels in sounds instead of arbitrary distances
Fix gameresources not always compiling
Fix some sound decibels
Citizen: updated main FBX to fix bindpose warnings when importing back into 3ds Max
This updated file will be made available on the wiki shortly.
Split sound stacks
Use vmix_mixgraph_send
Fix byte alignment for transform buffer on AMD cards
fix instancing_legacy to support structured buffers
Set vertex layout for instance id as uint32 on c++
Change vTransformTextureUV to nInstanceTransformID
Citizen: updated skinning & triangulation; improvements for extreme wrist poses & volume preservation in elbows/kneecaps
https://files.facepunch.com/maxlebled/1b0611b1/citizen_v2_june22update.gif - the new file will also be available on the wiki shortly.