13,493 Commits over 1,522 Days - 0.37cph!
Animgraph: Allow nodes to decide if they want to show a visualizer or not
Animgraph: Don't show visualizer for subgraph nodes that don't have a subgraph asset set
Add functions to animation system for creating/loading/saving subgraphs
OnCreateNewSubGraph asks for save location, creates new subgraph and saves it
Cleaned up ladder tileset
Steam audio mixgraph, matching what alyx does
Strip out hostutils.h
Simplify steam audio material code (stubbed right now)
Delete surfaceprop_table
Added Surface Properties to wooden crate material
New Hair! - Balding
We have a new hairstyle, Balding! With 2 colour variations, brown and grey.
https://files.facepunch.com/daniel/1b1311b1/brown_balding2.png
https://files.facepunch.com/daniel/1b1311b1/grey_balding2.png
Merge branch 'master' of sbox
Fixed Hammer entities duplicating every time a map loads
Also fixes Hammer's Reload Game Data not functioning
Load SteamAudio map stuff from inside vpk (cc @ogniK5377 minor merge pain)
strip out Steam Error Handling, resource compiler doesn't need Steam
ModelDoc loads model archetypes from ToolFramework2/Managed Game Data
Stick the sareverb and sapath in the vpk
Reduce map compile spam
Delete postprocess_controller, it did nothing
Tweak map build dialog
https://files.facepunch.com/garry/27569e22-1000-4898-96d8-2d2dfe84bafb.png
Can have eyeliner, face tats and freckles on the same face (we need a system to limit them maybe)
Sound Preview improvements
Adding a small regular bush variant for the beech/cotoneaster set
Merge branch 'master' of sbox
Fix ListProperty not showing the add button when bound to a null
Fix Global.IsDedicatedServer not true on dedi
Undo early outs in build new contact
Assign Global.ServerSteamId on server too
FPArms: fists movement anim when running works now
FPArms: updated fists animgraph
Allow the engine to switch us to keyframed if we're attached to a moving parent as this should be fine to do now
Add interacts exclude for static level, world geometry and player clip for triggers - fixes stupid load times for triggers that get set to keyframed but actually aren't
Turns out we actually do want keyframed client side - gotta fix rubikon instead
Disable all collisions and only enable touch on base trigger and precip
Don't default motion type to keyframed on client - we sometimes have client side triggers (func_precipitation) and it's causing rubikon to shit itself on map load
Fix SetupPhysicsFromUnscaledCapsule and SetupPhysicsFromUnscaledAABB still forcing us to keyframed - let us decide that
wooden crate - changed gibs and texture
Strip out all the toolframework muting options
Increased LOD distance on oak trees and tweaked oak_d mesh to minimize pop-in
Add description to prop_static
Hammer: Add toggleable fullscreen layout ( Shift + Alt + Z )
https://files.facepunch.com/matt/1b1211b1/sbox_0AAXaFMbCO.png
Add BindSystem.Flush (internal)
Add GameResource.OnEdited (called when it's been edited by the editor)
Mark ResourceId as not browsable
Rebuild sound event in OnEdited
In tools, try to load GameResource objects via the Resource system
Add Tools.Utility.NoteObjectEdited - for now this calls OnEdited if objectr is a GameResource
Fix combobox triggering valuechanged when setting value programmatically
Load GameResource properly from Asset.TryLoadGameResource
Remove the legacy color correction system (and color_correction entity)
This entire system is replaced by Post Processing Editor
New Makeup! - Tattoos, Freckles and Eyeliner
We have 3 new pieces for the face today! Like with the last submissions for facial pieces, the blendshapes do work in menu but will need some adjustments for running in game.
https://files.facepunch.com/daniel/1b1211b1/present_faces.png
Remove unused
Soundstack support entity attachments
Soundstack reliably place view entity sounds
Play weapons sounds from owner
Add AnimEntity.OnAnimSound + OnAnimFootstep
Play footstep from the world
Viewmodels try to play sounds via the owner
sound stack input_default_local_position no longer used
Tweak where the sound comes from for view entity
Tweaks to not break all addons
Add description to ModelDoc prop_data "Bake Lighting As Static Prop" so it doesn't seem unimplemented
Delete ModelPropData.AllowStatic - did nothing
Removed engine post_processing_volume and env_tonemap_controller
Added managed post_processing_volume and env_tonemap_controller
Moved ent_remove(_all) to c#
Merge branch 'master' of sbox
Add audio menu in editor to switch occlusion/doppler when diagnosing bad audio
Fix SetupPhysicsFromModel not setting ideal motion type after setting move type, this made it so static motion type was never possible, always got reset to keyframed (wtf) - fixes slow loading repo
Support for shatter_glass initial damage positions
Created LODs and collider meshes for oak trees. Polished oak tree materials and textures
Collapsible game tabs in Hammer entity selector
https://files.facepunch.com/matt/1b1111b1/sbox_h9bb4QJuJf.png
Citizen: toned down eyeball darkening on darker skin colors
Move SoundEvent to engine
Fix tools serializing GameResource
Don't upload .source2 folder to steam (probably fixes long startup times)
Delete orphaned textures
Delete orphaned models
Add Utility.SendToRecycleBin
Asset system attempts to automatically delete orphans
Commenting out a bunch of texture compile noise
Allow setting MSAA whilst in tool mode