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11,219 Commits over 1,338 Days - 0.35cph!

1 Year Ago
Fixed NRE in Entity.Components.Create with startEnabled=false
1 Year Ago
Documentation pass Cleanup Fixed compile warning, hide Particles.Dispose( bool ) Throw EditorBrowsable( Never ) on internal RPC methods
1 Year Ago
Recursively recompiled all assets
1 Year Ago
0 isn't a valid depth buffer Fix vignette making everything greyscale
1 Year Ago
Fix DoF stuff
1 Year Ago
Disable Dof in avatar menu
1 Year Ago
Do not try to write RPC bodies for abstract methods Also fixed methods with explicitly typed [Sandbox.ClientRPC] not being detected as RPC methods by codegen
1 Year Ago
Post processing, render hooks, graphics
1 Year Ago
Old Skin is back! Plus some thumbnails for the buttoned shirt and Skin6
1 Year Ago
Fixed industrial strip light glass not being translucent Merge branch 'master' of sbox
1 Year Ago
New Outfit Piece! - White Buttoned Shirt https://files.facepunch.com/daniel/1b2911b1/Police_Shirt_V3.png LODs and Adjustments / Fixes to the Skinning coming ASAP. Plus some small adjustments to the police hat textures
1 Year Ago
Revert sweep normal fix, distance query result needs to be more reliable instead
1 Year Ago
Glass shader rewrite (#486)
1 Year Ago
Fix bone overrides not marking parent space bones as changed in InvalidatePhysicsRecursive, causing overrides to stop working when entity becomes stationary
1 Year Ago
Citizen/clothing: also reflected flannel shirt changes onto blue variant
1 Year Ago
Attempt to fix hit normals sweeping against meshes
1 Year Ago
Citizen/clothing: flannel shirt LOD2/3 remade
1 Year Ago
Hammer: Set current material from new asset browser on highlight Defer CKeepAssetCached::ReleaseAsset() until after we're done with the asset in CMapViewDropTarget::OnDrop( ... ) - fixes materials being dragged into the map not applying when they weren't being set to the current material
1 Year Ago
Replace PhysicsShape.Enable/Disable methods with properties Replaced with properties that are consistent with ModelEntity properties, i.e. EnableTouch, EnableSolidCollisions, etc., with getters. Methods are obsoleted. Fixed precipitation entity being active on spawn even when player is outside of its volume Added PhysicsBody.EnableTraceAndQueries/TouchPersists/SolidCollisions Added getters to ModelEntity.EnableSolidCollisions and others
1 Year Ago
CResourceAsset::CanRecompile - don't care about leafiness
1 Year Ago
Kill lpv_skycoverage and lpv_sdf from vrad3 too
1 Year Ago
Get rid of unused Bake SDF compile option that made map compiles always take forever and hide deterministic charting comptations option behind dev flag since that's what its for Cloud assets use PATH_ADD_TO_TAIL so they don't get prioritized over anything you have locally
1 Year Ago
Modeldoc morph frame (#548)
1 Year Ago
Remove some obvious unused netvars from baseentity
1 Year Ago
Citizen/clothing: batch recursive recompile to reflect the removal of "m_pModelConfigList = null"
1 Year Ago
Citizen/clothing: flannel (& blue) shirt LOD0/LOD1 improvements & neck seam fix
1 Year Ago
Fix anim decode cache being used elsewhere even when it's disabled
1 Year Ago
Sandbox.Engine: Added Dedicated Server launch config
1 Year Ago
Fixed concommands being omitted when run through dedicated server console
1 Year Ago
Hammer cloud models (#469)
1 Year Ago
Disable bone decode cache because it's completely fucking animgraph performance, find out why later
1 Year Ago
Citizen/clothing: posh dress LOD3 remade
1 Year Ago
ModelDoc: Set anim file start and end frame to unset when changing takes
1 Year Ago
TextEntry.Value setter fixes up numerics, fixes sliders not displaying correct number format #535
1 Year Ago
Calc bone constraints for bone merged anim objects, fixes #540
1 Year Ago
Citizen: LOD2/3 doesn't cull *_lower_* helpers anymore (see commit description) Previously, *_lower_* helpers were included in the cull list. However, the bone constraints still get computed under the hood, and the influence of those helpers crosses a boundary between different body regions, which could cause a problem: a bonemerged item that includes its own copy of the body meshes (for culling reasons) would still get the constraint applied, but the rest of the original body wouldn't (by virtue of the helper influence having been culled), creating a very ugly and noticeable seam. Citizen/clothing: posh dress LOD2 remade
1 Year Ago
New Outfit Piece! - Police Hat https://files.facepunch.com/daniel/1b2611b1/police_hat_present.png LODs coming ASAP.
1 Year Ago
Citizen/clothing: posh dress skinning improvements + neck seam fix
1 Year Ago
Citizen/clothing: necklace LOD2 is in fact 3, not 2
1 Year Ago
Try using different SIMD function in IntersectSegmentTriangle as an attempt to fix rare raycast crash
1 Year Ago
Maybe fix a crash in state machines
1 Year Ago
Citizen/clothing: updated necklace (precise attachment rigging + jiggle + LOD0/2) (Fancy collision method with the chest disabled while issues with cloth physics are being investigated.)
1 Year Ago
Some more docs Make joining through Steam Friends work without the game being open
1 Year Ago
Citizen: fixed smile morphs (lipCornerPuller) not working
1 Year Ago
Test operator documentation Merge branch 'master' of sbox
1 Year Ago
New Outfit Piece! - Hard Hat https://files.facepunch.com/daniel/1b2311b1/hard_hat_01.png Including LODs and some experimental jiggle bones.
1 Year Ago
Fix texture hotload for images loaded without '/'
1 Year Ago
test over
1 Year Ago
Test for api website
1 Year Ago
ModelEntity documentation pass Obsolete ModelEntity.MoveTo and related functions Obsolete ModelEntity.MoveTo and related functions due to them not functioning: * All MoveTo overloads * MoveFinished * MoveBlocked * MoveWithVelocity The plan is to eventually move this functionality to KeyframeEntity Reorganize some ModelEntity properties ModelEntity documentation pass Documentation pass - Texture, SoundFile