11,168 Commits over 1,308 Days - 0.36cph!
Better attempt at circular subgraph detection
Significantly speedup steam audio baking & simulation
Remove tools about dialog - no longer used
Add bake action to toolbar
Set node contexts of pasted set before fixing up connections so that subgraph nodes have a valid node manager
Fix pasted group nodes not setting their child connections properly - no fix for subgraphs yet tho
Citizen/animgraph: fixed the weapon branch potentially coming back to long idle pose after switching away
Citizen/animgraph: added holdtype change check
It's the same idea as the handedness change check; a SM near the very end of the graph receives a reset from any holdtype change and sets a tag for 250ms when this happens.
Change reflection effect, improve bake settings
Audio.ReverbScale & Audio.ReverbVolume
updated textures ,decals, test vtex caustic, grass, clean up
Merge branch 'master' of sbox
Add toon example shader
Iterate example toon shading, add outlines
Fix assert in animgraph tool scene widget
Animgraph: Add edit menu action for baking graphs - this gets done on compile but someone may want to use it to clean up unused nodes
Remove last remaining references to panorama
Citizen/animgraph: IK state machines reset on handedness change
Fixes edge case when disabled IK needs to be the default starting state
Add SetupPhysicsFromCylinder
Fix constraints not working correctly when inside prefabs
Explicitly force single flag for steam audio sims
thirdperson camera: orbit mode alt+rightclick+drag to pan up/down
New Outfit Piece! - Bucket Helmet
New Bucket Helmet with Lods. Adjustments to skinning and Modeldocs of long sleeve shirt to work better with the helmet ontop. Small adjustments to glove modeldoc too. Think you'll all like this new outfit piece, pretty much completes the medieval armour set and should make for some fun clothing combinations as well!
https://files.facepunch.com/daniel/1b3111b1/Photoshop_7qJk6Ksvqt.png
Merge branch 'master' of sbox
recursively bake subgraph nodes - I don't trust it working properly otherwise
Use our new animgraph resource compiler - which is just kv3 compiler except it loads the animgraph so we can fuck with it before compiling it
Bake groups and subgraphs for compiler so everything is a flat graph
Remove test compile output
Merge branch 'animgraph-resource-compiler'
Map prefabs use post_processing_entity not the volume ent
Citizen/animgraph: falling doesn't disable eye look anymore
Citizen/animgraph: third draft iteration of the weapon branch refactor
- The "long idle" state is now handled through a generic State Machine at the very end of the graph, which turns a Tag on. This tag is then looked at by a SM at the pose stage.
- Transitions in & out of long idle are improved.
- Likewise, there's a State Machine near the end of the graph which turns a Tag on if Handedness has changed in the last 500ms.
- Branch IK management doesn't work off of other states anymore but on Tags which animation clips control. I'm using one "contextual" tag; for Pistol 2H the tag disables IK, for RH it enables—because the defaults are opposite.
- Draw additives are smart now; they can trigger from handedness changes. But they won't do it in the middle of actions! Try reloading and changing handedness mid-reload... it'll still look good!
- Blending in and out of reload while crouched is somewhat improved.
- I think all the weird reset/snap quirks should be out of the way now.
- Pistol RH aim feels a lot nicer.
- A bunch more grouping and cleaning (still)
* (Long idle on SMG/Shotgun is disabled until they get the refactor treatment)
Cleanup
Add new stubbed animgraph resource compiler
Allow [Change] to be combined with [ConVar.*] the same way as [Net], e.g:
```csharp
[ConVar.Replicated( "my_variable" ), Change]
public static float MyVariable { get; set; } = 100.0f;
public static void OnMyVariableChanged( float oldValue, float newValue ) { }
```
Save subgraphs using full path
Subgraph manager hashes by filename instead of asset
Fix crash pasting subgraph in itself
Add back reset nodes flashing orange
Fix subgraph crash in node tools mode
vsnd is a native type for ResourceTypeAttribute should fix the sound editor, this whole system is pretty messy though
Add compiler for subgraph
Give nodes with icons more width
Fix TypeLibrary.GetDescription( Type ) returning inherited types randomly which was causing prop_physics to become PropGib in Hammer and probably a load of other shit
Citizen/animgraph: moved Pistol branch into group + further cleaning up & commenting
FPArms: adjustment features are now a subgraph
Refactor subgraph manager so we don't have to manually fuck with refcounts
Hide animgraph property editor settings menu only on customer machine so I can debug easier
Don't assert when subgraph has no node manager, this is normal for unset subgraphs
Fix crash loading graph with deleted subgraphs
Hopefully fix subgraph ref counts so they don't stick around when not in use
Fix undo in subgraphs by serializing them before setting node context
Update all steam audio material parameters
Fix run-length encoded grayscale TGAs crash - use IMAGE_FORMAT_IA88 for 16 bit
Animgraph: Allow creating new subgraph with same name as existing asset if we're not currently using it
Audio Material
Feed AudioMaterial to surface
SteamAudio use AudioMaterial values
Go apeshit if GameResource extension length is > 8
Fixed asset list not getting ordered by name propertly
Fix audio material extension length
Some audiomats
When compiling our GameResources, mark referenced resources as dependencies