branchsbox/impacts-and-scrapescancel

16 Commits over 31 Days - 0.02cph!

1 Year Ago
Remove ScrapeEvent / Entity.Start/EndScrape stuff for now we can look at that later
1 Year Ago
Test
1 Year Ago
Muscley Citizen Skin (Work in Progress) https://files.facepunch.com/daniel/1b0111b1/Photoshop_BTmDLMnH03.jpg Initial asset for the Muscley Citizen. In need of some general adjustments and fixes. A more defined set of legs and hairy back coming ASAP. As well as skin colour variations. Fix skin material not being applied to SceneModel clothes Networkable Component References (#1056) * add componentid to IComponent * make component id public - add internal findbyid method, add lookup dict for comp by id * add/remove components from lookup where appropriate * Add VarIComponent to support [Net] IComponent types * Add replicate codegen * VarIComponent -> VarEntityComponent, make ComponentId internal again, remove from IComponent interface. in Replicate..Component search for derived types from EntityComponent * FindById should just return an EntityComponent now FPArms: explicitly reject weapon_root from existing weightlists FPArms: add notes on IKChain nodes Soundscapes always transmit, should fix long initial delay FPArms: fixed left arm IKchain New Skin Variations for the Muscley body Shadingmodel Declutter (#1041) * Start cleaning up material and shadingapi * Allow using functions inside of HLSL structs https://i.imgur.com/t1AwQzr.png * Replace all GatherMaterial bullshit with Material::From() * Remove Material parameter references to things that aren't implemented yet, put TransformNormal in normals file * Cut everything from ShadingModel too and let's start from a static class * Redo light api on shaders, start implementing new dynamic light under this structure, move raytracing shit to it's own folder, add sample shadingmodel * Allow structs in structs ( HLSL 2021 and forwards ) * Most of static light with the new api * Fix shadowing on indexed lights on new light api * Move shadingmodel structures to shadingmodel.hlsl * Fix light static assignment for lighting api, fix shadowing for them too * Stub for EnvironmentMapLight * Implement cubemap light * ShadingModelValve * light.envmap.hlsl becomes light.environment.hlsl for better readability, add debug views to material api, CUSTOM_MATERIAL_INPUTS preprocessor * AmbientLight * Sane implementation atmospherics and debug vis postprocessing for shadingmodel api * Finish debug vis, rename ShadingModelValve to ShadingModelStandard * Start rewriting blendable with new api, port glass to new api * Rewritten blendable shader * Refactor remaining shaders to new shadingmodel api, fix shadergraph not working, readd procedural.hlsl for shadergraph but fix typo on title Fix typo Games can define their own main menus Failing test reproducing #1063 Fixed #1063 New Beard + Adjustments to the zombie skin Hitboxes added to zombie skin, plus a new WIP Beard, will have quite a few adjustments in the future, also needs skinning adjustments and morphs, currently is just static on the face. Stop all sounds when leaving game(menu) Load GameResources from menu filesystem (allows sounds to load) We don't need to access the soundsystem via interfaces, we can live in the dll Bind CSosOperatorStack Implement IsMatchingType for generic type definitions Fixed IsMatchingType for required modifier types Don't warn about attempted fast hotload of generic method Compile fix (!) CSS Drop Shadows (#1069) https://files.facepunch.com/alexguthrie/1b0511b1/drop_shadow.png Video player (#1050) VideoPlayer class that decodes mp4 and webm from paths or urls and provides the texture and audio. ShaderGraph: common/proceedural ->common/procedural ShaderGraph: Only find nodes derived from ShaderNode ShaderGraph: Fix NRE when identing generated code procedural.hlsl isnt in common anymore Add blendmodes.hlsl until shadergraph just generates these functions ShaderGraph: Fix formatting on generated code Fix func_voxelsurface to the new way of getting the surface face Fix order of operations when rendering drop shadows Directly write to Logger during hotloads Include path and member in hotload log messages Allow nested FormattableStrings in log messages So that their args can be inspected too Modeldoc: Compile skeleton with ALL bones no matter if they're used in skinning or not Morph shapes for the Decorated Beard VideoPlayer.Play that takes a url checks if it's actually a url Limit input formats to mp4 and webm Whitelist mp4 and webm to avoid going any further than we have to Fix video player not playing from filesystem path Re-organize the sound classes Sound doesn't need to keep the hash around Sound wraps a SoundHandle Add AudioSystem.Play overloads to play from an entity Fix reading json color32 string not working Fix GameLog not printing all aggregate exceptions Fix transition time parsing Fix GetSavedGames typo Fix IPanel.Depth logic VideoPlayer: Fix repeat not working when user doesn't output sound on a video with sound Avoid threading assert in audio thread Fix border-image not drawing if background unset Support videos as background-image etc Add Texture.LastUsed - the number of frames since last used Texture has a ParentObject (so they can keep things like VideoPlayer from being garbage collected) Add IWeakInteropHandle to interopsystem, so c++ can reference c# objects that can get garbage collected VideoPlayer implement IWeakInteropHandle Add Debug/Full Garbage Collection VideoTextureLoader is weak, will let videos get garbage collected Remove Styles.TextBackgroundImage (not used) UI textures load as they're going to be used, rather than loading everything in the stylesheet Include member and instance path in hotload error reports RedirectFileSystem can resolve full filenames properly Fix Game.Audio not available in menu Fix videoplayer not playing video files (this isn't the correct fix, we should pass in the relative filename and check the extension on that) Failing test for when lambda signatures change Warn on lambda signature change, replace with error-throwing delegate Pass in video ext from managed so we can check that for input format When uploading a menu whitelist, pull in references of the wildcarded assets and add them to the whitelist too Log some more info when #1027 occurs Fix sboxgame/issues/issues/3394 TimeUntil unit tests Fix Time.Now / Time.Delta not being updated properly C# side in PostBotTick Merge branch 'master' of github.com:Facepunch/sbox VideoPlayer: Refactor to remove audio filtering bullshit, resample at 44100 2 channels Editor: Sort input actions by their group name alphabetically Apply mask image & border images in the same way as background images CSS: Fix parsing multiple filters, add a test for it Obsolete SpeechRecognition.Listen. Add SpeechRecognition.Start. Callback for SpeechRecognition.Start passes SpeechRecognitionResult with additional info: Confidence (0-1), how confident are we that this is the right result? And Success, did we find a match? The old SpeechRecognition.Listen method routes through this for backwards compat for now. Fixes sboxgame/issues#2562 Merge branch 'master' of github.com:Facepunch/sbox Merge branch 'master' of github.com:Facepunch/sbox Use init instead of setter for SpeechRecognitionResult properties Actually have SpeechRecognition.Start take an IEnumerable<string> for choices - lets you use string[], Lists, method returning IEnumerable etc Support passing no choices to listen for any text Activity in a game's menu counts as activity in the game Games with custom menus can define their own loading screens https://wiki.facepunch.com/sbox/loading_screen AssetBrowser: Add ability to rename single files Fixed Sound.Stop/SetVolume/SetPitch/SetRandomPitch/SetPosition not working Merge branch 'master' of github.com:Facepunch/sbox Merge branch 'master' into impacts-and-scrapes
1 Year Ago
Fix access violation
1 Year Ago
Call it ScrapeEventData like CollisionEventData and move it out of Entity
1 Year Ago
Use ScrapeEvent incase we need to add/change params later
1 Year Ago
Add some stuff to entity similar to StartTouch/Touch/EndTouch but for scrapes - revise later
1 Year Ago
Reverse MathX.approach params (it was this way in native :S)
1 Year Ago
Add friction sound to list.... some debug logs...
1 Year Ago
Strip m_audioParams / CPhysSurfacePropertiesAudio Add ScrapeRough/ScrapeSmooth to Surface sound def, add RoughnessFactor and RoughThreshold Reorganize code + implement friction sounds in theory Call StopFrictionSounds in entity destruct
1 Year Ago
Remove some logs, ensure impact sound plays from body position
1 Year Ago
Start re-impl impacts in c#
1 Year Ago
Add GetFrictionNotifications override to CPhysicsWorld. put note to call shutdownfrictionsounds in entity InternalDestruct for later
1 Year Ago
Add GetFrictionNotifications() to IPhysicsWorld Add FrictionEvent, call c# with friction notifications Add OnFrictionEvent c# side, add some log for test
1 Year Ago
Strip CPhysSurfacePropertiesSoundNames
1 Year Ago
strip impact sound stuff from native put it in c# commented out for implementation there later