FidelityFX Super Resolution
Rework the resolution rescaler to use FSR instead of bilinear to provide a higher quality image when rescaling from a smaller resolution scale back to native
Immediately dispose scene textures if requested for ScenePanel
Fix mod list in assetbrowsers being too tall
fix assertion
Assert to make sure we're not a nullptr to shut vs up
Shut visual studio up v2 electric boogaloo
Pre init streaming bootstrap buffers
Revert "Pre init streaming bootstrap buffers"
This reverts commit 2cf3859d687a7901d7fdc6dfb40a6f751349cd17.
Revert "Shut visual studio up v2 electric boogaloo"
This reverts commit 961e4ffbe6e7b0fbb2b5dfc4b9f6af6752f7224f.
Revert "Assert to make sure we're not a nullptr to shut vs up"
This reverts commit 7c230cf07fc22872c597bce184701564edd71612.
Lets try this
Faster, much better water caustics
Simulate wind ripples on water, increase offset, make underwater fog blend seamless with edges and view
VS 17.2 fix
traffic cone - adjusted gib location
NetRead Asset is supported
Merge branch 'master' of sbox
office chair - adjusted shading of gibs
Office chair - adjusted phys
Editor window default maximized, asset browser visible
Fix D_SRGB_IMAGE warnings
Avoid reading NAN vectors in usercmd
Office chair - small tweak to gib texturing
Merge branch 'master' of sbox
Fix tinting for the base shader
Citizen: fixed LOD2/3 still having default eyebrows
AsyncTasks tests stability
Fix erode tool not working seemingly randomly due to some uninitialized memory
Citizen: updated mesh files + further optimized LOD3
Fill server details from c#
ServerList bindings
Model class can be (de)serialized to JSON, allowing its usage in Assets
Citizen: melee attack left animation
BasePhysics entities (prop_physics) should derive from the FGD baseclass BasePhysicsSimulated - that way the map compiler will simulate and settle them.
Citizen: added standing aim matrix to melee punch
Seperate server tags properly
Steamworks documentation lied, gametags can't be semicolon separated list
Server list disposable, filters work, strings utf8
Show servers in lobby list
Merge branch 'master' of sbox
office chair - feedback
Make Global.Lobby obsolete (we'll find a better way)
Make chat not use lobby chat
Try to leave lobby after joining the game
office chair - further feedback changes
Can join servers
Merge branch 'master' of sbox
Fix lobby map being overwritten when map selection is hidden
Local addons can store metadata in their config
Include local metadata when uploading addon
MinPlayers/MaxPlayers in meta
Remove GameConfiguration.MinPlayers, MaxPlayers
Package.Meta will use local addon if available
EnumBox handles int and JsonElement
Move GameConfiguration.NetworkType to addon meta
When a datasource bind errors, tell us which one
Panel binding properties don't need a [Property]
Server button resolve map name
ComboBox/EnumBox can have tooltips/descriptions
Move MapSelect stuff to meta
Move Rank/Leaderboard config to meta, GameConfiguration is dead 🙌
Allow maps to specify which games they support
Warning Fix
Warn if ui template not found
Update transforms test
Don't force perspective last, transforms are left to right. Negate translate for perspective
Fix UI scaling causing unevenness
Add Render.Draw2D.BlendMode
Run deferred UI deletes before layout, so they don't appear there
Make post process VignetteSettings so you can read and they have defaults
@ogniK5377 can you do this for all the others?
BaseWeapon: don't return trace if no hit
Add getters for post processing, removed unused dof texture render target, removed parent requirements
Added failing test involving JsonSerializerOptions
Moved special handling hotload upgraders
Special json hotload handling, fixes #213
Fixed bug hotloading lambdas in generic methods
Fix exception when generating thumb
Citizen: first Unicycle Frenzy sequences + more animgraph comments
Citizen: added unicycle pedaling animation (basic for now)
Updated Screen Space particle overlay
Fixed missing bollard base LODs
Added simple map to toolscenelightrigs
Fixed Entity IO output arguments sometimes getting an unexpected prefix
Citizen: updated unicycle pedaling animation with 8% leg X scaling
Recompiled traffic cone and gibs
Updated asset tags
Remade break piece nodes on traffic cone model
Delete loads of C++ entities that were removed from fgd ages ago or just legacy as fuck, clean up loads of shit because of it too.
Important we do delete these after removing them from fgds because the engine will still create them if a map has specified them previously
Can manually dispatch CI workflow to force a full rebuild for when incremental builds get fucked
New ripple simulation with collisions
Add drag to fluid simulation and collisions
Cleanup ripplecompute and how ripples are added
Fix seamless entry on water, better water caustics, remove options for tesselation other than on/off, iterate on waves
Cleanup hull base shader
Cleanup ripple collision and propagation
Adjust ripple strength
New underwater surface method
Port eyeball shader to use our shared code, fixes clip planes on water
Add fog support to water surface, cleanup
Clamp radius of water directly on C# side, send D_VIEW_INTERSECTION combo
Put water combos right into place, upload water shader objects (including ripple)
Propagate ripple by framerate, fixes it slowing down on low framerates
Don't put r_water_ripples inside RippleCompute.cs, breaks when pushing it to shader
Add render bounds for water, only render water if we are are looking at it's bounds
Use two tone fog by default on test water
Push latest water shader objects
Don't use nullable for water properties, set default value instead
Simulate ripples on bullet impact
https://imgur.com/a/8eGjZdj
Merge pull request #182 from Facepunch/fsr-working
Implement Fidelity FX Super Resolution for resolution scaling
New Hair - Eyelashes!
We have beautiful new eyelashes!
Fixed listen servers not joinable
New Hair -Drawn on Eyebrows
For the people who shaved off their eyebrows! New quick eyebrow option, goes quite well with the bob-cut hairstyle.
Merge branch 'master' of sbox
Remove BaseViewModel.FieldOfView (is controlled by CameraSetup)
Early-out in OnOverrideAnimGraphChanged
New Clothing Piece - Sporty Slippers
We have some nice sporty slippers, integrated and will receive LODs ASAP. Will need to make fixes to the jean's length to cover hidden cut areas of the legs.
Hotload CachedUpgrader: it's okay if this is already in the replace cache it's gonna be the same instance
Update base fgd
updated/added prefab, decal, materials, scaffolding kit, floor textures
Merge branch 'master' of sbox
Fix warnings in WaterSceneObject
Give warning if calling SetModel/Model in entity constructor
Don't SpewAllClients when rejecting because server is full
Create socket for client steamid too, when listen server
Don't throw error when joining game via lobby
Remove opt disable, seems newer vs version fixed this
Store current server steamid in richpresence so friends can join
Fixed outro animations not always playing
Fixed some broken core materials
Cleaned up asset tags to stop console spam on launch
Fix aim matrix crash
Fix underwater caustics
Pass Time.Delta to shader parameters
Fix water collisions being wonky
Minor tweaks on water
Add surface roughness slider to water
Clamp water xRes and yRes to not overflow dynamic vertex buffers, allows for water bodies of any size, revisit for env_sea
Fix reflection vector on simple reflections
Road signs - road sign parts, skins, and prefab
Merge branch 'master' of sbox
Fixed FuncPhysbox health being reset to 0
Allow base scoreboards to decide whether they should be open or not
Refactor water, allow for moveable surfaces
Add ripples simulation forces for moveable water
https://cdn.discordapp.com/attachments/834319259458994216/958656107813941258/sbox_0054.mp4
road signs - updated retro map and normals and added extra sign designs
Merge branch 'master' of sbox
Fix exception when generating thumbnails
Added RealTime.GlobalNow - like Now but should be in sync globally (and is a double)
RealTimeSince uses GlobalNow - so should stay in sync between server and clients
Merge branch 'master' of sbox
New Clothing Piece! - Office Skirt
Office Skirt added, adjustment to colour of plastic slippers. LODs and further adjustments to Office Skirt's skinning soon.
Don't award kills for killing yourself
Right click particle create option
Merge branch 'master' of sbox
Map Problems tab also checks path and path node entities
Removed duplicate break command tool code
road signs - complete speed limits for round sign
Merge branch 'master' of sbox
Citizen/animgraph: added crouch skid (powersliding) + IK-based noise when skidding
(Powersliding is north-only for now.)
Expire entity task in delete
updating materials, tweak scaffolding texture
Merge branch 'master' of sbox
Update SDL2 to v2.0.20 - Fixes dodgy audio with some sounds
Remove device_dsound and device_xaudio2
Set SDL_AUDIODRIVER to directsound for pre windows 10 (dota does this so we probably should too)
default_fov not a cheat (lets you have it set on servers) and also saves, games can force a fov still if they care
Citizen: separated some animation groups into their own prefabs
Better way to do ripples for moving water surfaces
https://i.imgur.com/xWvwdAg.mp4
Fix missing summary tag close on ScenePortal
Always transmit child entities to owner
Fix exception when iterating asset locations
Accidentally removed ripple collision, let's put it back
Citizen/animgraph: added Idle SM to melee punch
Currently fades to a static pose if you haven't attacked/moved/crouched in the last 5 seconds. (This will change)
Fixed nvidia bug with RgbToHsv
fixes weird purple near the red light due to saturation on crossfire on nvidia cards
Added Env_Shake
Do a plane trace to glass plane when taking explosion damage, fixes glass not shattering from explosions in dm98
rust_crossbow.shoot
Unfuck the collision groups and interacts for glass shards so player can pass through broken panels
Merge branch 'master' of sbox
Fix pix labelling
Extra fixes for pix
FPArms: HoldAdjustment layer params + PosXYZ for RH hold
FPArms: changed PosX range to ±10 instead of ±5
Forgot this one too
Looks cleaner like this
FPArms: fixed hold_L incorrect default orientation, and added XYZ gizmo teapot tester while animgraph doesn't support bonemerging models yet
New outfit piece! - Office Blazer
We have a new top piece to finish off the week! The skinning will need some work, aswell as on a few pieces that combine with it, since we want pieces to fit all together, so that'll take some time to get right! For now, some clothes combined with the blazer work, and some not so much. Fixes coming ASAP! LODs for this asset for come aswell. Small adjustments to a few clothing files to work together with other clothing.
Updated ladder tileset: vis exclude on parts + no collision on curve top
FPArms: Hold adj. pos layer translation source is now performed in parent space + condensed in one sequence
FPArms: completed initial implementation of hold_* adj. parameters for both pos & rot
Updated env_shake with volume support.
ParticleEditor: Convert from degrees to radians for attributes which are angles in C_INIT_InitFloatCollection
FPArms: cleaned up materials + prefab changes + added bodygroups to hide arms / show debug gizmos for hold bones
FPArms: added ik data
Fix mistake when converting degree to radian for set float particle function
Citizen: added bone culling (with prefabs) to LOD 2+3
Citizen: fixed vertex normal seams on LOD3
Clothing: updated LODs on Jeans
Clothing: updated all LOD switch distances to 0/10/20/40
Added empty_tileset
Merge branch 'master' of sbox
Tweak ripplecompute, clamp collision and ripple size
Animgraph: Add animation clips window to easily drag in animation nodes https://files.facepunch.com/layla/1b0411b1/432432.mp4
Fix build errors
Animgraph: Add option for default network mode for newly created nodes https://files.facepunch.com/layla/1b0411b1/sbox-dev_jelIpRdlUW.png
PathPlatformEntity properly resets its LocalVelocity
Also warp the platform to the first node on spawn, and prevent infinite velocities
Move IModelBreakCommand stuff to a separate file
ent_fire tells you when it failed to find any entities to fire an input on
Animgraph: Hook up num frames, frame rate and duration for clip properties
Animgraph: Clip drag drop creates single frame anim node for anims with 1 frame
Animgraph: Handle selection changed in anim clip widget
Street name - two variations of street name sign designs
Merge branch 'master' of sbox
Add multi select combo box, use it for enum flags in property editor https://files.facepunch.com/layla/1b0511b1/sbox-dev_bxdOgE3sui.png
Remake multi select combo box for enum flags in pure C# (needs styling)
Adjust input settings layout to scroll
Input settings style tweaks
Fix out of range exception
Fix map & resource path lists shrinking in addon editor
Fix CheckBox not pulling package meta bool binds
Fix up/down arrow caret navigation on multiline inputs
Fix caret position on newline characters
Previous fix missed an edge case and did not work with emojis, hope this way isn't shit
Documentation and other minor code adjustments
Prop gibs now inherit material group
ModelDoc: Give the user a chance to copy a model into an addon dir if they try to import a model from outside an addon dir
Delete engine break commands, and replace some useful ones with c# implementations
Merge branch 'master' of sbox
Remove engine break commands code
Citizen: updated unicycle pedaling animation
Switch to new api urls
Tools doesn't need its own package query function
Force CBasePlayer transmit always
Fix NRE when deserializing a dictionary that ends up with a null key
Citizen/unicycle: added sequences for fast pedaling and leaning
Citizen/unicycle: updated pedaling animations so that feet are always flat relative to pedals
Citizen/unicycle: updated balance sequences
Citizen/unicycle: fixed a couple mistakes
Recompile sbox_glass
Remove usage of PropertyAttribute in Decal asset
Get rid of Alpha/RenderFX properties from base.fgd in favor of RGBA color properties
Removed Hammer inputs/outputs from all engine entities to stop confusion, since they do not work anyway
Theme consistency
Fix StartLobby errors
Upgrade "Use IDictionary<{1}, {2}> instead of Dictionary<{1}, {2}>" to an error instead of a warning
Ignore ResetLatched in IV_PHASE_RENDERING
Populate main menu screen with trending games
SceneSystem - ignore objects with invalid bounds
if it ain't in this spawn group, how can it be in the pvs?
Fast return if setting model but model didn't change
Fix menu exception when gameicon doesn't have info yet
ContainsInterpolationVarsForPhase return false if rendering
Package Updated/Created is DateTimeOffset
Icon showing updated within last day
Simplify switching to local api
Fixed client not knowing particle names
Style keyframe parser
Animation style properties (unimplemented)
Fixed up styles in Hammer Status bar and Input/Output window
Keyframe implementation basics
Implement animation-iteration-count and animation-delay
animation-iteration-count can be infinite
Implement animation-direction
https://files.facepunch.com/garry/11901349-b088-4fba-ade1-205873d81634.mp4
ModelDoc: Allow models to have a base model so that models can be extended with extra animations (experimental)
Road signs - updated skins with improved retro reflective effect & added folding construction sign lod0
Merge branch 'master' of sbox
Citizen/animgraph: fixed skid IK noise applying to duck > 1.0
Road signs - added pole caps to motorway sign prefab
Merge branch 'master' of sbox
New Outfit Pieces - Necklace and Gloves
Working on some Necklace and Glove clothing, including LODs! Making these smaller pieces to combine with the current clothing we have, also a chance to test out what works well for necklaces. Some small adjustments to the skinning to come soon. Small adjustments to organising and stacking of clothing aswell.
ModelDoc: Add window to bone merge models to the preview model https://files.facepunch.com/layla/1b1111b1/sbox-dev_f5498a5rRI.png
GameData (.fgd) is now managed, game entities are now loaded at runtime from their type information instead of from .fgd files. This also runs both ways and let's us access all GameData from C#.
* Packages you use in your map get saved ( e.g facepunch.dm98, valve.cstrike ) and fetched on map load
* Map compiler doesn't try to load fgds anymore, replace it with a KV3 provided by Hammer -> ResourceCompiler.
* Map classes can be loaded directly from a LocalAddon or a RemoteP
* Remove .fgds of anything that is a managed entity, also remove legacy syntax so we can remove shit loads of code.
* Obsolete [Spawnflags] they're confusing for everyone, use a properly named enum with [Flags] on instead. ( Enums with [Flags] also work now, no more FGDType("bitflags") required.
If fgd files fail to load, don't fuck managed game data for it.
Invalidate Hammer map entities data when a remote package is loaded
BaseTrigger.ActivationTags properly sets it's default value to "player", give base Player a "player" tag.
Fix help descriptions not showing on entity properties, also give each map class a help context related to their dll
Fix base properties (targetname, tags, etc.) not using proper prop type
Fix error creating lobby when gamemode's maplist is not null but empty
Fix crash when loading a map with entities from a remote package
Dress modeldoc and textures setup
Outfit piece file setup for further skinning
Merge branch 'master' of sbox
Fix Hammer gradient fog preview, managed gamedata classes are checked for globals now
road signs - adjustable street name sign fixed tiling
Merge branch 'master' of sbox
road signs - lods for signs and clips
Make sure base addon is always compiled in tools mode even with no local addons - fixes base entities not showing in Hammer
Don't presettle prop physics that have Static set ( same behaviour HLX would do with Motion Disabled spawnflag )
Add hammer input for shatter glass reset
Oops
Add a couple of links in the Help menu to the wiki and issue tracker
Fix NRE in DebugBits
Add a place in engine to grab Sandbox.Game.dll for reflection access
EngineGlue to load json from jsonasset
Create Sandbox.Utility.JsonAsset for loading JsonAssets
Add game assembly to tool's GAM
Use EngineLoop.GameAssembly in LoadEngineEntities()
Add Asset.TryLoadObject (I don't love this)
Add PropertySheet for asset type to inspector (not saving or anything right now)
Call managed PostLoadMap just before the Hammer world is loaded, load our remote packages (if any) there
Remove fgd unit test. Remove a bunch of legacy C++ entities (func_breakable, func_lod, func_ladder, func_dustmotes, func_dustcloud)
Remove all voice code (we handle this) Remove takedamageinfo (causing problems on build server)
Fix build errors
More build errors
Road signs - lod updates and lods for folding construction sign
Merge branch 'master' of sbox
Ensure callbacks for networked lists pass a list containing its old values, and a list containing its new
Adjust sensitivity slider's range and format
Fix mistake in BakeAmbientOcclusionAttribute
New Hair - Curly Long
Red Wavy Hair, planning to make a few adjustments.
Store old value / new value lists as members to save allocations and only process these lists if the networked list has a callback
Merge branch 'master' of github.com:Facepunch/sbox
Read GameClass Helpers from KV3 ( fixes them not being in resourcecompiler and weird shit like lighting breaking because of it )
Move AccessControl to its own assembly
Move access control tests to own assembly
Merge branch 'master' of sbox
Add Ceiridge.001 AC test
Another check for unsafe code
Fix crash when launching game with no audio devices
Compiler reference System.Net.Sockets.dll - not whitelisted, useful for tool addons though
Also pass GD class metadata to map compiler
Sand bag - sand bag lod0
road signs - no pedestrians skin
Merge branch 'master' of sbox
Fixes to Dress skinning and smaller adjustments
Fix [Hammer.DoorHelper] using the wrong editor helper
PrecipitationEntity deletes its particles on removal
Hide worldspawn from Hammer's entity tool
Fixed Engine C# entities appearing twice in Hammer
Delete GameData.LoadEngineEntities
IL verification and tests
Access rules are built into the dll
Fix menu double GameAssemblyManager.Init
Allow menu to whitelist Sandbox.Menu access
Sandbags - lods
Fixed low contrast tooltips in Hammer and elsewhere
Also gave tooltips a dark background to match the rest of the UI
folding construction sign - updated gib col
Fix double IL verify
Merge branch 'master' of sbox
Give remaining C# entities Display attributes
Fill in documentation for Panel class methods
Added (Class)Name of entity to Hammer entity tool tooltips
Make entity tool icons a bit bigger
Add some assemblies to whitelist
Remove unused
Cleaned up asset tags
added dev materials + new gibs
Fix managed Qt dock window and window DeleteOnClose possible typo causing it to never be set to false. Don't delete on close for EditorMainWindow on shutdown, allows for proper shutdown and cleanup and fixes annoying assert we've had for ages.
adding material variation/decals
Add empty map option for games
If Input.Down/Pressed/Released are used serverside outside of a simulated context throw a warning that you're using it in the wrong place
Fix Input.Down / Input.Pressed being delayed or not working at all when used clientside outside of Simulate
Copy & restore clientside Input state during Simulate, should fix double inputs when you press exactly on a server tick
Fixed shatter glass broken material not always applying
Also fixed initial glass shard being non solid to players on spawn
Pass managed GDVariable metadata to native
EditorMainWindow OnClose is getting called twice when closing game from taskbar (maybe Qt bug?), make sure RequestHS_Quit isn't called twice. Never call the base closeEvent for managed main window, we always need it valid during shutdown
ModelDoc: Add angle snapping settings for model rotation https://files.facepunch.com/layla/1b1611b1/sbox-dev_cq0WOEnWhg.mp4
Added HasSkipHotloadAttribute() helper method
ArrayUpgrader now checks AutoSkipUpgrader
Added SkipHotload to Arguments array in LogEvent
Fixed AutoSkipUpgrader check in ArrayUpgrader
Fixed DelegateUpgrader missing some replacements
AutoSkipUpgrader is now optional for ArrayUpgrader
Remove native gamemovement code
Remove base_playeranimstate
Remove gameplay junk from gamerules (ideally we shouldn't even need a gamerules class anymore)
Remove all native team code
Fix asset absolute path getting stomped by Path.Combine
Fix assets from other gamemodes getting uploaded when paths are similar, i.e. c:\addon and c:\addon-two
Remove all native code related to vehicles
Remove damagetypes
Fixed citizen box model having collisions on gibs
Don't init scene file cache, we don't care about choreo, fixes warning
Don't warn about missing mapdoc helpers in tool scene vmap, this is harmless and to be expected (cos tool scene isn't hammer and some helpers only exist in hammer)
Fixed AO box on citizen cardboard box
Fix caret position when pasted text contains emojis
Add a emoji replacement to textentry tests
Fix caret position when clicking and navigating with up/down arrows
Start cleaning out junk from baseplayer
Remove junk from player local data
Remove player_pickup, items, item_generic, physics_prop_ragdoll
Remove all native ragdoll code, we don't use it
Remove aimtargetmanager
Remove ManagedResourceHandle, we're not using this anymore
Remove all xbox.def files
Fix caret and selection ruined from certain emojis like 👨👩👧👦
Fix caret position when doing realtime emoji replace
Fix potential out of range exception
Fix realtime emoji replacement not working if a grapheme exists in string already
Remove BOM from interopgen definitions so it would stop complaining
Remove hardcoded checks for FGDCurve class
Added JSONConverter to Color32
Allow BaseCarriable to decide if it wants to be bone merged to their carrier or not (fixes bone merge warning for carriables with no model, we could suppress the warning and not bone merge but maybe there's times you want to be warned about this)
Fuck it, suppress the warnings and fall back to normal parenting when we can't bone merge, these warnings serve no purpose but to annoy the user, they shouldn't have to deal with it
Remove playerinfomanager - unused
Remove playerinfo - unused
Remove some remaining VR_MOD defines
Remove TakeHealth from baseplayer and baseentity
Remove all econitem nonsense
Remove gametypes and dota shit from sfm
Don't warn about unable to load reverb data - we don't care
Don't precache procedural models
Don't init game server twice (was there a reason for this or just a mistake?)
Make per property tool editor overrides work in Hammer
Also make FGDType's editor argument work when used on classes rather than properties
Moved BitFlags and RangedFloat custom editors to be global
Added Gradient class - similar to FGDCurve, for usage in tools
New Hair - Wavy Black
Wavy Black hairstyle, and a eyebrow colour variation.
Rename Gradient to ColorGradient to help its visibility
Fix ui opacity not cascading properly
Remove old buggy toolscene_hlmv_ground and use toolrenderable_groundplane for particle editor
Signs - feedback changes
Merge branch 'master' of sbox
Fix Hammer door helpers - merge the duplicate doorhelper and door_helper classes so you don't get fooled into using the wrong one
Fix game hang when the SDF shapes cbuffer can't be locked and it's handle invalid, prefer tier0 V_memcpy
Hammer: Override materials on the preview mesh for Block Tool when creating a solid entity with [Hammer.AutoApplyMaterial]
Hammer: Set entity origin when creating a solid entity in Entity Tool
Support audio encoding for video recorder
Don't downgrade audio device to AUDIO_S16SYS for video recording, just convert mix buffer again to what we need
Finish encoding on media foundation shutdown
Add red borders to show the user they're video recording, but don't render them into the video https://files.facepunch.com/layla/1b2011b1/sbox-dev_sNMXsNedy3.png
Asset inspector scrollbar
Asset inspector can save assets
When saving a json asset, find and convert strings into resource strings
Ignore some surface properties in json serializer
Inspector can explore and edit structs
https://files.facepunch.com/garry/f3e93313-f101-4127-b350-b9b13a19cf14.png
Fixed Material Json convertor not writing filename properly
Change float dragger icon to something less abrasive
Array editor
Array/List tries to use correct editor type
SetSizeMode on ExpandGroup so it actually expands
Change DecalEntry to a struct
Json deserializer shits itself when structs have initializers
RangedFloat editor
temporary barrier - lod0
Merge branch 'master' of sbox
Fix insane memory usage (6.8GB -> 700MB in menu) - thread_local in CNetworkStringTable was creating 20MB of buffers per thread..
Fix out of range exception, cleanup
temporary barrier - improved col shape
temporary traffic barrier - skin variations
FPArms: fixed accidental non-orthogonal scaling on index fingers + new move anim for punch set
Fixed default value for Entity Color in Hammer
DisplayInfo can read Group from CategoryAttribute
Remove PropertySheet GroupByClass
Struct/List property fixes
Added dev/func_monitor material as an example material that works with func_monitor
Also added necessary info to func_monitor's description about how to get it to work.
Hammer: EditorDefaultValue add support for Color, Vector3/2, Angles, Rotation - allows you to specify default values as you would expect instead of as a string in an attribute
```diff
- [Internal.DefaultValue( "0 0 0" )]
- public Angles MoveDir { get; set; }
+ public Angles MoveDir { get; set; } = Angles.Zero;
```
Revert "Fixed default value for Entity Color in Hammer"
This reverts commit 78256d7b7abf88f067cd05ce857a804cbb5e493c.
Fixed WarpToPoint ignoring RotateAlongsidePath in PathPlatformEntity
New Clothing Piece! - Green Flannel Shirt
A nice green flannel shirt with it's arms' rolled up. LOD'd and ready for use. Small adjustments to skinning and other small fixes to come.
Codegen use LanguageVersion.CSharp10
Grapheme support for TextEntry's ctrl + left/right navigation, and a bit of cleanup
Update SelectWord to work with word boundaries
Double click and dragging will select whole words
Cleanup
Ctrl + home/end support for multiline inputs
More cleanup
Citizen/animgraph: procedural look upper body rotation is now significantly less dampened while moving
Avatar & setting page style improvements
ModelDoc: Removed unused GenericGameData nodes
high_quality_shadows_region, physgun_interactions, animating_breakable_stage, ai_model_info, npc_foot_sweep, gastank_markup, fire_interactions, cable, dynamic_interaction
Fairly certain all VR ones are unused too, but didn't touch them yet
Delete test_entities.fgd
Added IEditorAttribute<T>
Added FloatSlider
Add LineEdit.Alignment
https://files.facepunch.com/garry/e1bc5864-b770-4e07-81f9-323a65ddfde8.png
Right align number editors
Removed unused ModelConfig stuff from Model/AnimEntity
Delete c++ model particle spawning code from AnimEntity
Move ModelParticle class and spawning to engine
This is necessary so it works on all entities. Also fixed created model particles not being deleted when the entity itself is removed.
Recompiling a model that spawns particles now properly re-creates particles in-game.
Add Widget.ConstrainToScreen()
Move enum/flags control to game
Add Gloves, Facial categories to clothes
Fix controls to use the new Enum/Flags
Fix GameFrame dropdowns
Settings cleanup and theme consistency
Add slight delay to prevent re-activating keybind when clicking
Settings style tweak to help with 4:3 aspect ratio
Add Facial & Gloves to avatar menu
Fix situation in SweepSingleConvex where we start in solid but can still return a valid normal, fixes sometimes getting stuck in surf
Implement getting normal for SweepToResult
Fudge the endpos by a smaller amount in move helper, shouldn't need to be as large now
Use a smaller epsilon in trace solver seems to fix dodgy traces without having to fudge our endpos in movehelper
Still keep the fudge amount for movehelper, it's much better but this is still needed in rare situations
Make precipitation entity a trigger so it can be turned on and off when triggered by local pawn
Update voice stream volume using snd_voipvolume
Add voice chat volume in settings menu
Remove warning in configuration system left over from splitscreen code removal
Some more baseplayer cleanup
Remove all client fx_* code
Remove all code marked with CLIENT_DISABLE_SOURCE1FPS_SHARED - we don't use any of them
Do the same but for the server ones
Remove observer mode stuff from baseplayer
Remove any code relating to spectators
Remove player use code and viewpunch shit
Remove viewroll code from baseplayer
Remove responselib and responserules
Remove all junk vars from baseplayer (at least the ones that are obvious)
Remove vcdgen
Remove choreoobjects, baseflex, sceneentity - basically anything that uses choreo
baseplayer now derives from baseentity (we have pawns so we don't need anything more)
Add video_bitrate and video_framerate convars for video recorder
Start up video encoder as a threaded job so video recording doesn't hitch when starting to record
Make sure encoding threaded job is initialized to null just incase
only recreate graph instance if the override graph is different
sandbag - adjusted col shape
adjusted collision shape, so there is little chance of sandbag ending up balanced on its side
temporary barrier - adjusted lock and hole
rebaked with simplified feet, adjusted locking point
Add back choreo stuff - we need to decide if we want to use any of it first
sand bag - further adjusted sandbag col shape
Added FuncMonitor.SetCamera input & method
glasses, eyes tweaks
road signs - extra skins and tweaks to clip and rail
Correct default values for flags type properties in Hammer
Provide correct default values for vector and such properties if default value is not set
Hammer: Give correct default value to 'Hierarchy > Model Attachment scale'
Hammer: Updated descriptions of properties in the Transform group
low wood fence - adjusted col shapes
road signs - col tweaks and triangle prefab fix
Merge branch 'master' into animgraph-groups