branchsbox/mastercancel

11,168 Commits over 1,308 Days - 0.36cph!

1 Year Ago
Better attempt at circular subgraph detection
1 Year Ago
Significantly speedup steam audio baking & simulation
1 Year Ago
Remove tools about dialog - no longer used
1 Year Ago
Add bake action to toolbar
1 Year Ago
Set node contexts of pasted set before fixing up connections so that subgraph nodes have a valid node manager
1 Year Ago
Fix pasted group nodes not setting their child connections properly - no fix for subgraphs yet tho
1 Year Ago
asset cleanup
1 Year Ago
Citizen/animgraph: fixed the weapon branch potentially coming back to long idle pose after switching away
1 Year Ago
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.
1 Year Ago
Change reflection effect, improve bake settings Audio.ReverbScale & Audio.ReverbVolume
1 Year Ago
updated textures ,decals, test vtex caustic, grass, clean up Merge branch 'master' of sbox
1 Year Ago
Add toon example shader Iterate example toon shading, add outlines
1 Year Ago
Fix assert in animgraph tool scene widget
1 Year Ago
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
1 Year Ago
Remove last remaining references to panorama
1 Year Ago
Citizen/animgraph: IK state machines reset on handedness change Fixes edge case when disabled IK needs to be the default starting state
1 Year Ago
Add SetupPhysicsFromCylinder
1 Year Ago
Fix constraints not working correctly when inside prefabs
1 Year Ago
Explicitly force single flag for steam audio sims
1 Year Ago
thirdperson camera: orbit mode alt+rightclick+drag to pan up/down
1 Year Ago
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
1 Year Ago
recursively bake subgraph nodes - I don't trust it working properly otherwise
1 Year Ago
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'
1 Year Ago
Map prefabs use post_processing_entity not the volume ent
1 Year Ago
Citizen/animgraph: falling doesn't disable eye look anymore
1 Year Ago
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)
1 Year Ago
Cleanup Add new stubbed animgraph resource compiler
1 Year Ago
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 ) { } ```
1 Year Ago
Save subgraphs using full path
1 Year Ago
Subgraph manager hashes by filename instead of asset
1 Year Ago
Fix crash pasting subgraph in itself
1 Year Ago
Add back reset nodes flashing orange
1 Year Ago
Fix subgraph crash in node tools mode
1 Year Ago
vsnd is a native type for ResourceTypeAttribute should fix the sound editor, this whole system is pretty messy though
1 Year Ago
Fix build errors
1 Year Ago
Add compiler for subgraph
1 Year Ago
Give nodes with icons more width
1 Year Ago
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
1 Year Ago
Citizen/animgraph: moved Pistol branch into group + further cleaning up & commenting
1 Year Ago
FPArms: adjustment features are now a subgraph
1 Year Ago
Refactor subgraph manager so we don't have to manually fuck with refcounts
1 Year Ago
Hide animgraph property editor settings menu only on customer machine so I can debug easier
1 Year Ago
Don't assert when subgraph has no node manager, this is normal for unset subgraphs
1 Year Ago
Fix crash loading graph with deleted subgraphs
1 Year Ago
Hopefully fix subgraph ref counts so they don't stick around when not in use
1 Year Ago
Fix undo in subgraphs by serializing them before setting node context
1 Year Ago
Update all steam audio material parameters
1 Year Ago
Fix run-length encoded grayscale TGAs crash - use IMAGE_FORMAT_IA88 for 16 bit
1 Year Ago
Animgraph: Allow creating new subgraph with same name as existing asset if we're not currently using it
1 Year Ago
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