branchsbox/mastercancel

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

3 Years Ago
Hammer: Add toggleable fullscreen layout ( Shift + Alt + Z ) https://files.facepunch.com/matt/1b1211b1/sbox_0AAXaFMbCO.png
3 Years Ago
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
3 Years Ago
Remove the legacy color correction system (and color_correction entity) This entire system is replaced by Post Processing Editor
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Add description to ModelDoc prop_data "Bake Lighting As Static Prop" so it doesn't seem unimplemented Delete ModelPropData.AllowStatic - did nothing
3 Years Ago
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
3 Years Ago
Add audio menu in editor to switch occlusion/doppler when diagnosing bad audio
3 Years Ago
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
3 Years Ago
Support for shatter_glass initial damage positions
3 Years Ago
Created LODs and collider meshes for oak trees. Polished oak tree materials and textures
3 Years Ago
Collapsible game tabs in Hammer entity selector https://files.facepunch.com/matt/1b1111b1/sbox_h9bb4QJuJf.png
3 Years Ago
Citizen: toned down eyeball darkening on darker skin colors
3 Years Ago
Move SoundEvent to engine Fix tools serializing GameResource
3 Years Ago
Move Surface to Engine
3 Years Ago
Don't upload .source2 folder to steam (probably fixes long startup times)
3 Years Ago
Delete orphaned textures Delete orphaned models Add Utility.SendToRecycleBin Asset system attempts to automatically delete orphans Commenting out a bunch of texture compile noise
3 Years Ago
Allow setting MSAA whilst in tool mode
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