22,466 Commits over 1,614 Days - 0.58cph!
Allow meshes to be created with different prim types
Fix VertexBufferHandle.SetData
Disable joints motor mode by default
Rename BasePlayer.cs to Player.cs
Put PawnControllers in folder
Delete IPlayerControllable.cs
Cleaning
Applying temp solution for better arms aiming
default v to +iv_voice, moved +iv_view to c
Refactored voice stuff (moved most stuff to Voice class, moved out of addon code because we need more oversight and need it to control different PTT preferences and need it to work with parties)
Add common funcs to all joint builders
Add motor funcs for SphericalJointBuilder
Add IsValid and Remove funcs on all joints
AE_FOOTSTEP anim metadata + adjusted loop points + moved movement anim processing into prefabs
Merge branch 'master' of sbox
Set b_noclip in StandardPlayerAnimator
Fixed crouchwalk sidewards axis being reversed
Fixed Client.All being empty (fixes chatbox etc)
Remove GameBase.Current, add Game.Current
Killfeed works again
Create SpawnPoint.cs
Added Game.MoveToSpawnpoint( Entity pawn )
BasePlayer.CreateHull
Noclip works again
Don't pass client around for purely clientside stuff like camera and input building
Add Local.SteamId, Local.DisplayName
CNetworkQuantizedVector can get fucked
Only show managed prediction errors if cl_showerror > 0
Show origin prediction errors from all predicted entities
Fix m_fFlags not being networked for all entities
Use Right for sidewards movements in StandardPlayerAnimator
Fixed trousers_tracksuit to work with new Citizen rig (duplicate tracksuit objects)
Merge branch 'master' of sbox
Citizen V2 merge onto V1
Citizen V2: animgraph work, AO proxy data
More puzzling animgraph shenanigans
Removed colour from skin to allow for better tinting
Updated citizen model with some added loops around elbows/knees. Made mouth a separate material so it doesn't get tinted. Added a fake AO under eyelids
Halved new loops, tweaked skin weights, stripped off "Citizen@" off of all animation names to make everything cohesive
Fixed unwelded vert in knee
Implemented noclip in/out transition states
Fixed axis drifting on constraints + separate cycle resets on noclip entry/exit repeats
Working IK on the legs, animgraph updates, fixed look chains, etc.
Updated trousers to fit new Citizen rig
Updated longsleeve shirt to fit new Citizen rig
Updated Tracksuit to fit new Citizen rig
Updated Shorts to fit new Citizen rig
Updated Labcoat to fit new Citizen rig
Updated Jackets (hoodie and tuxedo) to fit new Citizen rig
Updated HeavyJacket to fit new Citizen rig
Updated Shoes to fit new Citizen rig
Merge branch 'citizenv2' of sbox into citizenv2
Fidget idle test
Updated Trainers to fit new Citizen rig
Updated Workboots to fit new Citizen rig
Updated Hardhat to fit new Citizen rig
Remove physics hull from hardhat (causing visibility issues)
Updated Wooly hat to fir new Citizen rig
Updated Beret to fit the new Citizen rig
Updated Security Helmet (with and without strap) to fit new Citizen rig
Workboots compile
Updated Tophat to fit new Citizen rig
Updated Cap to fit new Citizen rig
Updated Woolyhatbobble to fit new Citizen rig
Updated Leather cap (with and without badge) to fit new Citizen rig
Updated Uniform hat to fit new Citizen rig
Updated Service hat to fit new Citizen rig
Updated femalebun to fit new Citizen rig
Updated male hair 02 to fit new Citizen rig
Refined AO capsules + individual finger ones
Merge branch 'citizenv2' of sbox into citizenv2
Updated N/NE/E/SE/S walks
Added tint mask to citizen_skin, removed mouth material
More work on the walks
reapplied tint mask
Jump & land animations + changed bindPose to have root_ik Z=0
Fixed chest bodygroup name
Merge branch 'citizenv2'
Fixed chest bodygroup name
Don't use doubles in Vector4
Model.Create can optionally create a collision mesh
Jump & land animations + changed bindPose to have root_ik Z=0
Allow rubikon shapes to own their own hull and mesh data so they can be cleaned up (used for shape cloning)
Better exception messages for vertex and index buffer handles
Don't require baked lighting if the user builds with no lightmaps, removes annoying warning.
Fixed ground entity not predicting on Entity
Network BaseVelocity properly
Add the operators you'd expect on Vector4
Bump CSM shadow resolution size back to 2048, perf cost was negligible to keep it that low
Remove SunLightSizeTools as it's utterly redundant, game should look consistent may you be in tools or not
Fix csm_cascade_override_dist convars not being used when all cascade distances are zero. Bump max shadow distance x10 for auto cascade distance calculation.
updated brick materials/ added blend variation
Merge branch 'master' of sbox
Fix SkyAtmosphere, refactor base class
Merge branch 'master' of sbox
Added playerstart tint model for editor
Added playerstart editor model that is neutral colour for tinting
Merge branch 'master' of sbox
Fix text rendering artifacts
Update ThirdPersonCamera.cs
Keep user input up to date each frame
Fix PawnController.UpdateFromController
Added FrameSimulate
Rename PlayerAnimator/PlayerController to PawnController, share a common base class to avoid all the repetition
Don't try to create textures on server
CamSetup has Viewer, ZNear, ZFar, Aspect
Add Entity.EyePos, Entity.EyeRot
Controllers,Cameras use EyePos, EyeRot again
Trim more unused player stuff
Stripping player eyeangles/eyepos stuff
No need to add Pawn to Client.Pv - it's added automatically