14,461 Commits over 1,614 Days - 0.37cph!
Citizen/animgraph: Added *_02 attacks for pistol 2H/RH, with a much stronger recoil (fitting for e.g. big revolvers)
This is def wrong, seems I missed this one
Don't run pathing if we don't have a simulation scene
Delete old lightstyles code & some old entities
water_lod_control, light_s1, light_spot_s1, light_directional_s1, light_glspot
Sound file compilation settings (using meta file)
Replace Light Style stuff with curve based animations
https://files.facepunch.com/rubat/1b2711b1/sbox-dev_bNKNBF1Rsg.mp4
Can right click an image file in asset browser to create material file
https://files.facepunch.com/garry/ee17493c-8364-40dd-863b-0933edd426e0.png
Can right click a sound file to create a sound definition automatically
Remove steam audio completely & begin reimplementing newer version
Basic scene simulation, get direct simulation working
Sound path simulation
Begin work on probe batches & baking
steam audio builds successfully again
HRTF
HRTF
oops
Begin pathing simulation & processor
Begin pathing simulation & processor
Setup source & listener for pathing simulation
Finish up the pathing processor
Ambisonics calculator & Simplify effect creation
Abstract reflections for all differing reflection types
Delete some stuff so we can actually get a working in-game test
Delete some stuff so we can actually get a working in-game test
Fix pathing
Minor fixes
Switch to custom scene again, force occlusion mode for now cause it sounds better
https://files.facepunch.com/ognik/1b2411b1/2022-05-01_50-45-99995434-49c9-422b-8d03-98bb156be767-ej5mgPnd.mp4
Scene destructor
Reverb & change our default material so it's not as echoy
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Probe generation
Reverb baking
I forgot that I already implemented this lmao
Fix hammer steam audio scene generation, probe generation now works
Baked format versioning, reverb settings. Bump up baked settings from 8096 rays to
32768 as a default
Improve file validation & change header format slightly for futureproofing
Probe settings, better distinction between pathing & reverb
Path setting parser
Bake reverb to the new format now
Probe reading, corruption checking/testing, prevent old steam audio files from loading probes
Finish up probe batch serialization
Fix reverb bake using an incorrect source count
Path baking
Make steam audio compilation work again
Fix baking again, load bake data and use it if available
Make baked pathing work too
Fixup crash, no idea why I did this in the first place
Turn on optimisations again
Merge pull request #244 from Facepunch/steamaudio-update-v2
Update steam audio
AssetBrowser - update settings before dataset
Fix [ResourceType] change
Fix MethodDescription.Invoke being internal
Delete unused
Editor titlebar minimum size
Asset context menu is an event, easier to add to
Fix another vmix crash
Fixed fast texture tool being fucked
Citizen/animgraph: added in-ducking additive & switched 1D Duck nodes to Spring 35/0/1000
This way, ducking will still have some smoothing even if the incoming duck float doesn't.
Citizen: fixed root_IK shifting slightly during landing
Merge branch 'master' of sbox
Revert "Fix console spam related to BasePathEntity post pain day 3"
This reverts commit 9c0ed5a486d7e77135fb16bad68db3792218ccda.
Add TraceResult.HitPosition same as EndPosition for rays, but for sweeps its going to be the contact point where as EndPosition should be how far the sweep got
New Outfit Piece! - Hawaiian Shirt
New Hawaiian Shirt for summer time! - LODs on there way soon. And some small fixes to the office blazer's skinning.
https://files.facepunch.com/daniel/1b2611b1/Photoshop_JyaToMg2ls.jpg
Fixed hotloading concurrent containers
EntityManager.OnHotloaded safety
Handle entities being added / removed during the event.
Make thumbnail generation more polite
Delete old beards
Delete old panorama materials
Fix vmix voicelist crash
Fix thumbnails feeling like they aren't generating
Generate material thumbnails as a sphere if possible
Fix crash if VMIX_GraphByName is null
Enable spew is hard locked waiting for resource
TypeLibrary.SetProperty doesn't try to set read only properties
Fix console spam related to BasePathEntity post pain day 3
Even more cleanups
UI Form uses DisplayInfo over scraping attributes manually
Light entities clean ups
Deprecate FogStength
Added FogStrength
Rearranged properties so they appear more logically in Hammer
Removed "No Shadow" volumetric fog options from Orthographic Light - they are not supported by the engine
Removed Volumetric Fog options from Environment Light - Fairly certain volumetric fog does not function for that entity
Added pointers to entity/property descriptions regarding how to get volumetric fog working in a map
Removed HideInEditor from base entities as we now use opt-in system
Improve some attribute descriptions
Delete native map IO from native light entities
Delete native map inputs/outputs from BaseEntity
Remove native map inputs from Model/AnimEntity
Add support for sweep traces against sphere shapes, needed to do some bullshit with a 0 radius sphere
[ResourceType] internally convert png/jpeg/tga/image to "jpg"
Asset browser view mode, bullshit types and flatten persist between sessions
Support r_light_probe_volume_debug_grid for env_light_probe_volume also (needs testing)
TypeLibrary initialize optimizations (5x faster)
Made ReflectionCache redundant, deleted
Fixed possible exception in ToTitleCase()
ToTitleCase(string) tests
Use memoization for short strings in ToTitleCase
More ToTitleCase tests
Fix LOD dropdown defaulting to 0
More persistent caching between hotloads
HotloadManager name consistency
Don't force GC collect on hotload, since we're doing it 3x for every compile
Update groups.vgc
Added networked attribute based material replacement to ModelEntity
Added failing hotload test for static initonly HashSets
Added ConcurrentQueueUpgrader
Fixed in-place hotload of a HashSet<T>
Allow individual types to be added to hotload SkipUpgrader
Skip hotload for types in System.Net.Http and System.Text.RegularExpressions
Fixed some false negatives when checking if a type is blittable
Added ConcurrentDictionaryUpgrader, fixed ConcurrentQueueUpgrader
Only start addon worker threads when first needed
Make sure hotload verbose log works with and without -tools
Cache which static fields need to be watched in hotload
Some extra timing info for hotload
Added InstanceUpgrader.GetUpgraderOrDefault<T>()
DefaultUpgrader field caching, now uses auto-skip
Citizen: added note about citizen.SetMaterialOverride on MaterialGroupList prefab
Fix NRE in WaterController if PhysicsGroup is not valid
Citizen/animgraph: pelvis additive now uses "proper" on-the-fly compositing + gets disabled when sitting
& more comments
Add clear context menu to asset property
Add DressSceneObject to ClothingContainer, to condense code repetition
SceneObject can replace materials based on attribute value
Clothing has EyeMaterial
Add gown clothing item
Add replacement attribute to citizen skin/eyes
Fix skins to use new system
Allow right click > open in editor for asset properties
Delete junk
Fix dress layers
Skin5 eyes
Balaclava LOD fixes
Fixes to Lods so no longer clipping in the head model!
Mouse wheel zoom in and out of face on avatar dresser
LOD override dropdown
Add sbox_feature_inheritlods
Add morph inheriting for in game models
Remove vconsole tools we're definitely never gonna use
.. and some more
Fix clothes showing in wardrobe multiple times
Revert changes to SetupPhysicsFromUnscaledModel - Some users have been reporting overlap tests etc sometimes failing. This change was to fix slow downs when loading maps with triggers covering the map, the fixes were only needed on the trigger entity, not native code
fixed broken normal map on pallet