branchsbox/mastercancel

14,461 Commits over 1,614 Days - 0.37cph!

3 Years Ago
Fixed ent_path_platform rotating unexpectedly at high speeds
3 Years Ago
Don't double render shadows
3 Years Ago
Citizen: updated IdlePose_03
3 Years Ago
Generic wood break particle Generic cardboard break particle Fire Extinguisher explosion particle
3 Years Ago
pallet - col adjustments Fire extinguisher - wip Merge branch 'master' of sbox
3 Years Ago
Third times the charm, separate the simulators
3 Years Ago
Citizen/animgraph: control weaponless long idle poses Set the "holdtype_pose" float to -1 to disable, 0 for "anything" (random), and then any value above to get a specific pose.
3 Years Ago
pallet - ao tweak
3 Years Ago
Pallet - lods Merge branch 'master' of sbox
3 Years Ago
Citizen: updated weaponless idle poses Split 01/02 into 01_L and 01_R, and added a new 02.
3 Years Ago
Citizen/animgraph: new parameters + IK chain changes
3 Years Ago
Citizen/animgraph: first draft of "long idle" in weaponless state You will now transition to a different standing pose if you've not been moving for 5 seconds while not having any weapon equipped. This will currently look a little odd in motion due to no IK / different aim or additive idle management etc.
3 Years Ago
Citizen: elbow & kneecap helpers now cooperate with stretching/squashing limb lengths limbs The elbow helpers are now children of the lower arm bones, and the kneecap helpers are now children of the lower leg bones. The procedural constraints were then adjusted accordingly. This makes stretching/squashing limb lengths work properly, and without needing animation sequences to hold helper position data... which didn't exist, and was set to be ignored anyway.
3 Years Ago
Add EnvironmentLightEntity.DynamicShadows like the rest of the light entities Initialize CLightComponent cascades to 3 so shadows don't look terrible when spawned dynamically
3 Years Ago
Add SceneWorld.ClearColor for minimal games that don't want to fuck with a skybox just to set a background color
3 Years Ago
I think that worked? So remove the subgraph compiler completely
3 Years Ago
Remove compiler identifier from subgraph assets so the build server hopefully doesn't try to compile them (revert this if it breaks)
3 Years Ago
Fix relative specular luminance on blendable
3 Years Ago
Run mat_recompileoutdatedshaders in a thread
3 Years Ago
Push grasstile shader
3 Years Ago
Fix SDF trace functions Use UINT32 for transformation indexes on shaders, adjust multiview instancing functions to use nInstanceTransformID instead, support for it in legacy transforms too Reenable Sructured Buffers for transformation Bump up VFX ABI version Add mat_recompileoutdatedshaders, Iterates and recompile shaders from previous ABI version. Change color format of InstanceTransformUv from Float16x2 to R32 UINT, also on managed vertex objects Adjustments to transform system, iterate, cleanup, do byte alighment fixes to work on AMD Shader objects for core shaders Shader objects for core addon shaders
3 Years Ago
wooden pallet - gibs Merge branch 'master' of sbox
3 Years Ago
Citizen: updated LOD2 to reflect recent changes (incl. remade feet to fix issues)
3 Years Ago
DevCam: Only pivot on a valid trace Scroll wheel can also change pivot distance Change base movement speed with scroll wheel for better control
3 Years Ago
LODs for Cardboard Chest + some lod / modeldoc fixes + Long hair Grey! Cardboard chest LODS and fixes to baseball cap, flannel shirt, summer shorts and tanktop. Plus a new Grey colour variation for Long hair asset.
3 Years Ago
Don't add duplicate preview models
3 Years Ago
Maybe fix blend2d preview messing up when reloading model
3 Years Ago
Move noise functions to Sandbox.System, change them to be between 0 and 1
3 Years Ago
New Outfit Piece! - Cardboard Chest Armour https://files.facepunch.com/daniel/1b1011b1/Photoshop_7vUKmblEBH.jpg New Cardboard Chest Armour - LODs to come ASAP and some small adjustments to skinning.
3 Years Ago
Citizen: updated LODs - LOD1 was remade, with the recent changes as a base. It doesn't cut anything from the torso and legs anymore (which makes things potentially easier for clothing creation), and instead focuses solely on the hands and feet. 400 tris improvement from previous iteration! - LOD3 had some odd triangulation on the head fixed.
3 Years Ago
OnPaintOverride returns a bool, determines whether to run base paint or not Fix org control not signalling change Flush bind system automatically on signalvaluechange Add addon publishing window
3 Years Ago
Don't write morphs if we failed to allocate memory
3 Years Ago
Don't exceed maximum view count on transform overflow
3 Years Ago
Add labels to level layer on post processing editor
3 Years Ago
Don't force frame rate when recording movie
3 Years Ago
Fix obsolete override usage in particle entity Fix an animgraph related assert
3 Years Ago
Moved light animation code to C#
3 Years Ago
Pass the client to OnClientActive (why would we not want to know which client it was?) Network snd_event_point so that it can play on client spawn instead of playing again for everyone when a new client spawns
3 Years Ago
Deglue navmesh Remove cpp naming Refactor path cost into path builder, simplify path creation, optimize path by default Don't need to check our segment count, our iterator already does this Multi-goal support Allow multi-goal to actually work Remove the need to hold onto engine pointers Remove some options no one will ever use Make multi-goal condition more clear rebase fixups Merge pull request #226 from Facepunch/deglue-nav Deglue navmesh & add extra navigation stuff
3 Years Ago
Separate simulation inputs to prevent simulations stomping each other
3 Years Ago
Fix not generating SpecialDependencyFingerprint properly in CResourceCompilerSBData Add Asset.CompileIfNeededAsync() Make sure assets are compiled before trying to upload them Quiet down asset recompile spam, don't try to compile trivialchildassets
3 Years Ago
Balaclava LOD3 fix Small fix to modeldoc and model for Balaclava's LODs.
3 Years Ago
Citizen mesh updates - Significantly improved upper arm twist, armpit, and shoulder-neck deformations. Preview: https://files.facepunch.com/maxlebled/1b0811b1/citizen_v2_june22update_2.gif - Reflected recent changes on LOD3; fixed symmetrical inconsistencies (tris count dropped a bit more as a result!) - LOD2/3 culling prefabs don't cull the upper arm twist bones anymore, because the effect on deformation is too important - Upper arm twist constraint weight lowered to 0.6
3 Years Ago
Soundfile resource (#252) * SoundFile class to grab properties from HSound * Add SoundFile.GetSamples * Use PrecacheSound to get sound handle * Getting samples has to be async * Comments * Bail out of getting samples if we failed to load the source * Add CSfxTable refs for SoundFile, release them on loop end and exiting * Rename ISound to VSound_t
3 Years Ago
Property Sheet uses TypeLibrary TypeLibrary will expose a type if it's nested in a class that is exposed Add CategoryAttribute Fix AddonConfig not exposed Fix Binding system tick allowing reentrance Add TypeDescription.GetProperty, GetMethod Add [ShowIf], [HideIf] attributes for properties List/Struct/ExpandGroup margin/padding
3 Years Ago
Fixed some addon DLLs not getting watched Introduced by bb5359a20
3 Years Ago
Add ModelEntity.CopyMaterialOverrides, ModelEntity.CopyFrom
3 Years Ago
Remove p4 junk from map manifest
3 Years Ago
Hammer: Ignore bevel snap toggle if any of the edit boxes are in focus (so select all can be used in them)
3 Years Ago
Added failing hotload static primitive field test Repros Facepunch/sbox-issues#1918 Fixed hotloading static fields of auto-skipped types Fixes Facepunch/sbox-issues#1918