13,509 Commits over 1,522 Days - 0.37cph!
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
Revert sweep normal fix, distance query result needs to be more reliable instead
Glass shader rewrite (#486)
Fix bone overrides not marking parent space bones as changed in InvalidatePhysicsRecursive, causing overrides to stop working when entity becomes stationary
Citizen/clothing: also reflected flannel shirt changes onto blue variant
Attempt to fix hit normals sweeping against meshes
Citizen/clothing: flannel shirt LOD2/3 remade
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
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
CResourceAsset::CanRecompile - don't care about leafiness
Kill lpv_skycoverage and lpv_sdf from vrad3 too
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
Modeldoc morph frame (#548)
Remove some obvious unused netvars from baseentity
Citizen/clothing: batch recursive recompile to reflect the removal of "m_pModelConfigList = null"
Citizen/clothing: flannel (& blue) shirt LOD0/LOD1 improvements & neck seam fix
Fix anim decode cache being used elsewhere even when it's disabled
Sandbox.Engine: Added Dedicated Server launch config
Fixed concommands being omitted when run through dedicated server console
Hammer cloud models (#469)
Disable bone decode cache because it's completely fucking animgraph performance, find out why later
Citizen/clothing: posh dress LOD3 remade
ModelDoc: Set anim file start and end frame to unset when changing takes
TextEntry.Value setter fixes up numerics, fixes sliders not displaying correct number format #535
Calc bone constraints for bone merged anim objects, fixes #540
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
New Outfit Piece! - Police Hat
https://files.facepunch.com/daniel/1b2611b1/police_hat_present.png
LODs coming ASAP.
Citizen/clothing: posh dress skinning improvements + neck seam fix
Citizen/clothing: necklace LOD2 is in fact 3, not 2
Try using different SIMD function in IntersectSegmentTriangle as an attempt to fix rare raycast crash
Maybe fix a crash in state machines
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.)
Some more docs
Make joining through Steam Friends work without the game being open
Citizen: fixed smile morphs (lipCornerPuller) not working
Test operator documentation
Merge branch 'master' of sbox
New Outfit Piece! - Hard Hat
https://files.facepunch.com/daniel/1b2311b1/hard_hat_01.png
Including LODs and some experimental jiggle bones.
Fix texture hotload for images loaded without '/'
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
Documentation pass
Obsolete Model.GetBodyPartMask methods + cleanup
These methods are only useful in engine as far as I can tell.
Added ability to join friends through Steam Friends (untested)
Acquire physics ref for scene model cloth so tools don't go releasing it out from under us
Add BrushEntity.Collisions, obsolete BrushEntity.Solid
Fixed prop_animated Collisions property not affecting Hammer
Fixed Hammer Physics sim not respecting non solid entities
Remove CAsset::IsVisibleForMod - this was causing addons assets to be invisible to other addons assets depending on the order addons were added..
This should fix cases where uploading a map wouldn't upload dependant assets from content pack addons seemingly randomly.
As well as let any addon assets see assets in our cloud path so they can resolve references properly.
Clothing reskin variations
Black Boots, Blue Sneakers, Brown Cargo Pants and Blue V Neck Shirt reskins.
Fixed ragdolls incorrectly stopping physics sim in Hammer
Fixes launching a ragdoll in Hammer and stopping simulation making the ragdoll unselectable, and spazz out/teleport when re enabling simulation on it.
Add SceneModel.ResetAnimParameters
Check if we can play map by checking if vpk exists, sometimes asset IsCompiled is false if there's a crc mismatch on something it depends on