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13,493 Commits over 1,522 Days - 0.37cph!

3 Years Ago
Replace per tool GameData with a shared one managed by IToolFramework2, move the managed GameData out of Tools.MapEditor and into Tools, same with it's interop. * Decoupled CGameData from CGameConfig (mapdoclib), removed g_pGameData use the IToolFramework2 locator now instead. * Initialize managed GameData from CToolFramework2::Init() before anything could ever need it. * Populate GameData from managed asynchronously, this solves race conditions of loading Hammer too fast, as well as letting you add localaddons mid game. Tool scenes loading maps will now have access to all this managed game data too, solving lighting issues / missing sky boxes in modeldoc / others. This also gives us a very easy route to deprecate fgd files in ModelDoc if desired. Instead of loading GameData from addons on initialize, load it in from assemblies when added to GameAssemblyManager Unfuck the map compilation, gotta use a dirty global for gamedata still in mapdoclib, set it automatically when toolframework2 is avaliable, mapcompiler manages it's own manually though. A couple of dirty hacks to do this, we can undo these if we end up making map compilation not use a seperate process - or there may be some nicer ways to do these globals.
3 Years Ago
Startup time optimizations (~400ms)
3 Years Ago
Smoothing out tools mode startup Move splashscreen to c#
3 Years Ago
Add r_force_copy_texture_using_shaders for the rare situations some cards are encoding video with incorrect color format
3 Years Ago
Fix bloom with no MSAA
3 Years Ago
Fix compile error in fibertools.h with VS2022 17.2.0
3 Years Ago
Add some additional launch profiles to Sandbox.Engine for VR or going straight into a map, etc. Add VR checks when creating a VROverlay Don't try creating a borderless window in tools mode, fixes keyboard input not working in-game on tools
3 Years Ago
Fix loading a load of sound stacks we don't want/use Fix compile warnings in NodeGraph Fix compile warnings Obsolete IAsset Rename Asset to GameResource, move to engine, derive from Resource
3 Years Ago
New Hair! - Stubble WIP WIP Stubble beard hair, needing to get the blendshapes fixed, will work on menu but not in game just yet! https://files.facepunch.com/daniel/1b1011b1/beard_present.png Now you can look as grizzly and cool as you do in real life!
3 Years Ago
Rearrange entity files Add descriptions to some Entity virtual methods Merge branch 'master' of sbox
3 Years Ago
Remove unused Renaming sound system accessors to match native names Fix pitch change sounding like dog shit Sound Preview wip Add to get_system_globals to allow forcing listener location to 0 SoundHandle, SoundPreview Remove unused
3 Years Ago
VR: Get auto fidelity levels actually loading from their config, they don't seem to do anything yet though so need to tinker more Fix bizzarre rendering logic preventing VR autofidelity from setting the render targets size
3 Years Ago
Delete more unused/non useful FGD types ivScript, ivScriptList, ivGameUnitClass, ivGameItemClass, ivPropDataName
3 Years Ago
Trim underwater, hand positions, volume convars from soundsystem Fix sound stack not applying soundevent volume propertly
3 Years Ago
Move pitch shift to vmix Add Paint.DrawCircle assetpreview: widgets
3 Years Ago
Mountain pine shrubs and bushes
3 Years Ago
Fixup our sky entity and implement everything the native env_sky entity has, replace native env_sky with our own C# one. Remove env_sky_atmosphere (if you use this, replace it with env_sky and use a atmosphere material)
3 Years Ago
Add Hammer.Skybox helper to render skybox in hammer
3 Years Ago
Default vr_depth_submit to on VR overlays should set their transform from standing origin, this should be more consistent with everything else in the engine now Added `VrHand.TriggerHapticVibration( float duration, float frequency, float amplitude )` Usage: `Input.VR.LeftHand.TriggerHapticVibration( 0.25f, 100.0f, 1.0f )` This is clientside only for now, we can probably hook it up as an RPC though if it's required. It would've been nice to hook this up as a unified API with controller vibrations, but haptics and rumble are pretty different, enough that emulating it either way ends up being utter wank.
3 Years Ago
Remove 'vecline' fgd type (all it does is spawn a vecline helper) In favor of Hammer.PointLineAttribute
3 Years Ago
Clear audio system on game loop Doppler, loudness compressor
3 Years Ago
New Hair! - Fade New stylish hairstyle!
3 Years Ago
Implement phys_spring Remove the bullshit constraints (phys_constraint, phys_ragdollconstraint, phys_genericconstraint, phys_keepupright - if we ever need these we can implement in a better way)
3 Years Ago
Implement phys_pulleyconstraint
3 Years Ago
Add Audio class Player underwater effect Deafen player when taking damage from explosions
3 Years Ago
Fixed Hammer.MinMax not applying in Hammer
3 Years Ago
Baseball Cap LODs
3 Years Ago
Fixed GenerateStandardFullPathForResourceName succeeding for empty inputs FBX loader: generate better fallback material names for blender meshes DmeMesh: try to work around invalid material extensions Fixes Blender's default material names not showing up in ModelDoc correctly
3 Years Ago
VR: Simplify and remove more code that we use OpenVR for or has no purpose for sbox VR: Submit depth texture to the SteamVR compositor, flagged behind `vr_depth_submit 1` - this primarily assists Occulus' time warping / reprojection, but could help other HMDs too
3 Years Ago
FPArms: the camera of fists landing is now additive & handled separately This allows the kick of the camera to continue gracefully even if the landing motion in the arms gets interrupted by a punch
3 Years Ago
Add GraphicsItem.HandlePosition Add MouseEvent HasShift, HasCtrl, HasAlt Add some help around FocusMode and OnKeyPress Adding Curve2D wip
3 Years Ago
Cable tray tileset https://files.facepunch.com/louie/1b0911b1/sbox_14GcewgiNQ.png
3 Years Ago
FPArms: fists viewmodel now has working jumping/landing + raise/holster can be gracefully interrupted by other anims
3 Years Ago
Road sign pole material changes (compiled)
3 Years Ago
New Outfit Piece! - Baseball Cap New gritty old Baseball Cap clothing asset, LODs to come ASAP.
3 Years Ago
Animgraph: Add GetGroupNodeID to ianimnode so we can add the group id to the current path when going to location - fixes clicking warning/error not taking you to the correct node if it's in a group
3 Years Ago
Put shatter_glass and voxel_surface into a destruction category Put func_precipitation into effects category Use tolower on entity category so we don't create multiple categories for same name
3 Years Ago
Implement phys_ballsocket
3 Years Ago
Add MSAA to video options Abstract away multisample type, switch to anti alias quality Move video setting configuration to be mainly managed by C# Let "restore default" work for video config, auto config converter @ boot Merge pull request #232 from Facepunch/msaa-premerge Add MSAA to video options
3 Years Ago
Don't save or load the node manager of subgraph nodes
3 Years Ago
Bail when trying to create group from selection that contains group input or output - warn when they try
3 Years Ago
Animgraph: Add context menu item for creating new subgraph (doesn't do anything yet) Recreate group input/output nodes if you try to delete them, this isn't ideal but grapheditor makes it tricky to protect nodes from getting deleted
3 Years Ago
Animgraph: Move log manager from context to graph, dunno why it was in context in the first place. Fixes warnings and errors not showing up in groups
3 Years Ago
Animgraph: fix some plug edges not getting removed on node refresh, fixes crashes when undoing
3 Years Ago
Clamp light probe debug render attributes to sane values
3 Years Ago
updated sign prefabs
3 Years Ago
Remove implemented phys entities from MapClass.Native
3 Years Ago
Implement phys_hinge
3 Years Ago
Remove CS:GO freeze frames from world renderer ( they didn't work, if you wanted them to work you'd easily make them in C# ) Remove some dead code from world renderer VR ALWAYS uses a compositor, remove a lot of dead code from the renderer Fix VR window display being bizarrely offset or not displaying anything at all depending on VR render resolutions
3 Years Ago
Hammer: Fix output target dropdown colors not working