13,466 Commits over 1,522 Days - 0.37cph!
Trigger facial animation when attacking
Implemented "long idle" to the pistol branch
If standing without 10 seconds without moving or performing actions, switches to a different sub-chain
Added Decals.Place overload for placing decals on the world. Removed client restriction on decals, the engine will send decals to clients when placed server-side by default
Added ModelEntity.MaterialGroupCount to get the number of material groups the model has
Added first set of morph targets to Citizen
Make the UI test list scrollable
Determine net folder from EXECUTABLE_PATH
Defining game folder using -game works
Fixed root motion values not being carried through the "procedural helper cleaner" node
More big changes to the animgraph compositing structure
Additive attacks, procedural hit reaction tweaks, proper pelvis delta compositing in which upper body motion doesn't get doubled up, fixed helper bones getting jittery, head look chain is now part of weapon branches, etc.
Add AnimEntity.RootMotion
Fixed OnMouseOver and OnMouseOut not being invoked on panels
Add PhysicsBody.AddMeshShape
Converting menu to use template
Support multiple [Library] attributes
Add Library.GetAttributes<T> ( to get all attributes of type )
Add LibraryAttribute.Create<T>()
PanelEvent changes
Navigator playing
UI Test nagivationable
Nav href, highlight
Template loading more error resistant
Settings page shell
PanelEvent system revamp
Fixed MouseBack, MouseForward UI events not doing shit
Navigator supports history back/forward
Add Panel.OnHotloaded
Call Panel.InitializeEvents on hotload, remove previously added events
Update current link when switching tabs
Stack based back/forward
Navigator Variables
GameScreen, GameCreate uses navigator
Don't die if deleting panels creates errors
Add local addons as packages
Background Stuff
Splitting GameLists
Add a bunch of UI sounds
Make playing sounds work in the menu
Set Prediction.FirstTime to true on themenu
Add Panel.PlaySound
Add custom css properties 'sound-in' and 'sound-out' (play a sound when rule matches or stops matching)
Navigator back/forward sounds
Button hover/press sounds
Group play buttons
Don't navigate to the current URL
Added [UseTemplate] attribute
Switch stuff to use [UseTemplate] instead of SetTemplate( .. )
Fix stylesheets with more than 10 @imports triggering infinite loop detection
Menu home screen work
Refactored GameInfo out, using package instead
Show previously created games on home screen
Stylesheets adhere to css specificity rules
PreviouslyCreatedGame on home
Fix hotloading using older panel in PanelEvents
QuickPlay works
Can click exception warning to hide it
Mouse back/forward buttons can't click things
Don't show error's stack trace on devnotice
Party placeholder
IconPanel has the iconpanel class always applied
Allow creating buttons with null text
Create Party.cs
Local.SteamId works in the menu
Callbacks for lobby invites
ClosePopups event
Added special css property pixel-snap - 1 snaps to pixels, 0 allows subpixel
Text doesn't have to be point filtered now
Fix text wrapping being a pixel off now we're snapping
Game Screen tweaks
Fix not being able to play some local gamemodes
Game slide under header
Menu Changes: sbox-issues/discussions/374
Add ModelEntity.GetHitboxGroup
Set vertex/index buffer data directly after creating buffer if data exists
Revert "Make Vector2, Vector3, and Vector4 readonly structs"
This reverts commit cf4a236a805c3590e8015b1f479d83457a0c03a8.
Make Vector2, Vector3, and Vector4 readonly structs
This will probably break some things
Will be switching more soon
Submodule init and update
Add ModelBuilder.WithLodDistance
ModelBuilder.AddMesh can optionally set a lod level
Create new meshes through mesh ctor instead of a lame static mesh create func
Added spawnflags and parent fields to FGD autogen
Mark Input.CursorAim as Obsolete, use Input.Cursor (Ray) instead
Added better support for Orthographic cameras, you can now correctly use Vector3.ToScreen in Orthographic, and added Input.CursorOrigin. You can use Input.CursorOrigin and Input.CursorAim to cast an orthographic ray. Input.CursorOrigin defaults to the camera position when not in Orthographic mode.
Updated blendshapetest model with full set of morphs/debug eye animation
Small tweaks to citizen skin textures to account for the face moving
Add sfm to the tools to rebuild after everything else
Upper body compositing now switches between 3 different weightlists based on a variety of conditional checks
This allows "action" animations (attacking, reloading) to properly fully take over the upper body, while simply running will let more of the underlying spine movement through, and being idle will let more of the idle noise through.
Add ModelBuilder.WithSurface to set collision surface property
Change ModelBuilder API so it uses a struct
finished street lamp parts lodding and phys creation and setup
All the various parts should now be fully lodded and physics shapes created
Merge branch 'master' of sbox
Fixes for Thai feedback on street lamps
Still need to fix a couple of things, but adding in for safe keeping.
Merge branch 'master' of sbox
Change PhysicsBuilder to a class
Meshes and physics meshes use signed indices because they're better to work with
Added * operator for BBox to scale but on the right branch this time
Add Mesh.Bounds setter (bbox)
Remove all other shitty ways of creating models. Creating models is now done through Mesh and ModelBuilder
Check best msaa mode when creating textures with msaa
Mesh.CreateVertexBuffer and Mesh.CreateIndexBuffer can optionally set initial data
PhysicsBuilder.AddMesh uses uint indices
Fix possible crash in ModelBuilder.Create
PhysicsBuilder.AddBox and PhysicsBuilder.AddHull now take a center and rotation instead of a transform because scale isn't used
Add some safety checks in CRenderMesh::DestroyBufferResources
New mesh API. Removed VertexBufferHandle and IndexBufferHandle. Creating and updating of buffers is now handled in the Mesh class
Animgraph checkpoint
Merge branch 'master' of sbox
Weapon delta sequences are now precomputed in ModelDoc to save on graph complexity and runtime cost
Fixed FGD double entity warnings
PhysicsBody.Sleep => Wake(). Sleep(), IsSleeping()
Merge branch 'master' of sbox
Street lamp base and light unit physics shapes
Also adjusted naming convention for lod0 to match Thais asana post
Merge branch 'master' of sbox