13,499 Commits over 1,522 Days - 0.37cph!
Move hotload unsupported warnings to Sandbox.Generator
Citizen: fixed hierarchical corruption in AnimationList prefab
(And also fixed a bunch of flags for those who wish to do non-animgraph playback with these.)
Merge branch 'master' of sbox
Clean up ranged float alignment
Citizen/animgraph: added SitPose_01
GameResources edited in memory in inspector are updated in game live, instead of requiring a save
Fix animgraph autosave stomping the current session
Added warning for static fields in generic types
Remove green arrow from surface selector
Add proper editors to Surface asset sounds
Update some surface/sound assets
sound definition preview shows units instead of meters - fixes sbox-issues/issues/1958
Fix losing fullscreen when hotloading sbox-issues/issues/1924
the NetworkAssetList is more of a whitelist now, accepting compiled files and some specific UI related files
Fix reloading resources not reloading server version
Use volumetrics for steam audio occlusion
Handle cloudflare being down a bit more gracefully
fire extinguisher setup/ fx pass
Add ScreenspaceCorrectionMultiview that does both resolution scaling and VR correction
Use ScreenspaceCorrectionMultiview for refraction on glass and water
Add ShadingModelValveStandard for shaders that need visual parity with Valve's shading
Merge branch 'master' of sbox
Fix volumetric fog on VR without doubling our compile time 😵💫
Animgraph: Fix animgraph not autosaving (uses default settings, no UI yet)
Animgraph: Add context menu item to select all child nodes
Animgraph: Fix crash when focusing on deleted state machine item
Game can set Mouse.Position
fixes sbox-issues/issues/1946
Citizen: hand hitboxes cover more of the hand now
(It was very small before.)
Citizen/animgraph: sit idle motion & fixes
- Added look chains & idle breathing to sitting.
- The "none" weapon branch now has a reset blocker which, it turns out, is now needed since the look/aim stuff was moved much earlier in the graph and isn't here anymore to block reset signals coming from the 2nd "holdtype" selector node. This fixes sitting bugging out if sitting with a weapon & going back to being weaponless.
Refactor TypeLibrary so tools can opt out of Event registration for game dlls - Fixes sbox-issues/issues/1943
Clothing document fixes
Trousers and skirts should all swap out correctly now when selected
Merge branch 'master' of sbox
Do not spawn generic gibs if model has break_create_particle nodes
Outfit Texture Adjustments
Better colours and designs for the V neck shirt, long sleeve shirt, office blazer, office skirt. Plus small ao texture adjustments to most of the top clothing.
Clicking on background of asset browser clears selection
Rename Asset.TryLoadGameResource to Asset.TryLoadResource
Add AssetType.FromType
Cleaned up how Resource/GameResource get serialized to Json
All Resource derivatives are now forced to be serialized as a filename by default. When saving/loading GameResource we use a special method that serializes manually, so it won't get saved as a filename.
1 hour of googling, 20 mins workarounding JamesNK/Newtonsoft.Json/issues/719
Fix warnings
The engine seems very insistent that these vtex files should be deleted
Citizen/animgraph: let sit_offset_height affect model-space IK targets
Citizen/animgraph: changes to sitting
- The "b_sit" boolean is out, replaced by the "sit" enum. 1 = sitting normally, in any seat-like circumstances, and 2 = sitting on the ground, with its own set of poses.
- Added the "sit_offset_height" float, active only if sit = 1, to let you adjust the height, currently with a range of -12 to +12.
- Added the "sit_pose" float, to let you choose a sitting pose in either state. No randomization here, 0 = a default pose.
- The sit stuff is now in a subgraph; this is a good place to start dogfooding it.
Remove #pragma optimize off that managed to slip through
Improve VR performance by as much as double, enabling multiview instancing by default and lots of misc changes to the VR render process:
- Fix our shaders for multiview instancing to work with the new transform system
- Hard code some dumped stencil meshes for Oculus HMDs, reduce render area from 5-14% ( SteamVR doesn't pass us these )
- Remove multi-gpu support, complicates shit and pointless for us to even attempt to maintain
- Add SCENE_RTSIZE_VRFRAMEBUFFER and make it adjust to multiview size, avoids allocating 8K render target for framebuffer fetches on VR
- Don't attempt to render viewmodel shadows in VR
- Fix asserts from C# trying to update viewmodels in VR mode (scenesystem transforms are locked here)
- Global.IsRunningInVR doesn't false report if you're running in non VR mode with SteamVR in the background
- Generally loads of dead code removal in the render pipeline
Co-Authored-By: Sam Pavlovic <sam@sampavlovic.com>
Fix GameResources not automatically reloading on change
Fix path when loading resource from asset
Can PlaySound using full SoundEvent path now + removed a bunch of unused code in soundevent.cpp
Obsolete GameResource.Name, GameResource.Path (Resource.ResourceName, Resource.ResourcePath)
Clear AssetList selection when navigating
Fix ResourceLibrary.Get never working
adding mat variation, logo, decal
Obsolete SetAnimGraphPreview, addons will probably fail otherwise because a command in base was using it
Remove animgraph_preview - no longer functional and can be done a better way
Rephrase climb & drop distance for nav paths
Tweak drop down costs & introduce WithDropDistanceCostScale to path builder
This lets you scale how likely the AI will drop down rather than take an alternate route
Stop monitors from stealing our C# attributes
Revert "Make monitors actually square & within the framebuffers bounds automatically"
This reverts commit c2ba6f2de5bb5aa86f86e05bf6c9c306d9ac0ee8.
Make monitors actually square & within the framebuffers bounds automatically
Add background size transitions
ScenePortal now skips scratch render targets and we render the lifetime ourselves now
Fix scratch render target errors for ScenePanel once and for all