22,488 Commits over 1,614 Days - 0.58cph!
Curve handles work
I don't particularly love that the inslope/outslope seem made up with no real limits. Maybe that's something we should fix before we ship it.
https://files.facepunch.com/garry/4aadaedc-4761-4350-add4-c13df39b491f.mp4
Run mat_recompileoutdatedshaders in a thread
Fix SDF trace functions
Use UINT32 for transformation indexes on shaders, adjust multiview instancing functions to use nInstanceTransformID instead, support for it in legacy transforms too
Reenable Sructured Buffers for transformation
Bump up VFX ABI version
Add mat_recompileoutdatedshaders, Iterates and recompile shaders from previous ABI version.
Change color format of InstanceTransformUv from Float16x2 to R32 UINT, also on managed vertex objects
Adjustments to transform system, iterate, cleanup, do byte alighment fixes to work on AMD
Shader objects for core shaders
Shader objects for core addon shaders
Loop cuts in the edge cut tool, pretty close to done but having a brain block so I'll come back to it
wooden pallet - gibs
Merge branch 'master' of sbox
Citizen: updated LOD2 to reflect recent changes (incl. remade feet to fix issues)
Can translate with middle mouse button
DevCam: Only pivot on a valid trace
Scroll wheel can also change pivot distance
Change base movement speed with scroll wheel for better control
Added Paint.DrawConvex, Paint.DrawArrow
Paint.SetPen can define dashed/dotted lines
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