13,465 Commits over 1,522 Days - 0.37cph!
Citizen V2 merge onto V1
Citizen V2: animgraph work, AO proxy data
More puzzling animgraph shenanigans
Removed colour from skin to allow for better tinting
Updated citizen model with some added loops around elbows/knees. Made mouth a separate material so it doesn't get tinted. Added a fake AO under eyelids
Halved new loops, tweaked skin weights, stripped off "Citizen@" off of all animation names to make everything cohesive
Fixed unwelded vert in knee
Implemented noclip in/out transition states
Fixed axis drifting on constraints + separate cycle resets on noclip entry/exit repeats
Working IK on the legs, animgraph updates, fixed look chains, etc.
Updated trousers to fit new Citizen rig
Updated longsleeve shirt to fit new Citizen rig
Updated Tracksuit to fit new Citizen rig
Updated Shorts to fit new Citizen rig
Updated Labcoat to fit new Citizen rig
Updated Jackets (hoodie and tuxedo) to fit new Citizen rig
Updated HeavyJacket to fit new Citizen rig
Updated Shoes to fit new Citizen rig
Merge branch 'citizenv2' of sbox into citizenv2
Fidget idle test
Updated Trainers to fit new Citizen rig
Updated Workboots to fit new Citizen rig
Updated Hardhat to fit new Citizen rig
Remove physics hull from hardhat (causing visibility issues)
Updated Wooly hat to fir new Citizen rig
Updated Beret to fit the new Citizen rig
Updated Security Helmet (with and without strap) to fit new Citizen rig
Workboots compile
Updated Tophat to fit new Citizen rig
Updated Cap to fit new Citizen rig
Updated Woolyhatbobble to fit new Citizen rig
Updated Leather cap (with and without badge) to fit new Citizen rig
Updated Uniform hat to fit new Citizen rig
Updated Service hat to fit new Citizen rig
Updated femalebun to fit new Citizen rig
Updated male hair 02 to fit new Citizen rig
Refined AO capsules + individual finger ones
Merge branch 'citizenv2' of sbox into citizenv2
Updated N/NE/E/SE/S walks
Added tint mask to citizen_skin, removed mouth material
More work on the walks
reapplied tint mask
Jump & land animations + changed bindPose to have root_ik Z=0
Fixed chest bodygroup name
Merge branch 'citizenv2'
Don't use doubles in Vector4
Model.Create can optionally create a collision mesh
Allow rubikon shapes to own their own hull and mesh data so they can be cleaned up (used for shape cloning)
Better exception messages for vertex and index buffer handles
Don't require baked lighting if the user builds with no lightmaps, removes annoying warning.
Add the operators you'd expect on Vector4
Bump CSM shadow resolution size back to 2048, perf cost was negligible to keep it that low
Remove SunLightSizeTools as it's utterly redundant, game should look consistent may you be in tools or not
Fix csm_cascade_override_dist convars not being used when all cascade distances are zero. Bump max shadow distance x10 for auto cascade distance calculation.
updated brick materials/ added blend variation
Merge branch 'master' of sbox
Fix SkyAtmosphere, refactor base class
Merge branch 'master' of sbox
Added playerstart tint model for editor
Added playerstart editor model that is neutral colour for tinting
Merge branch 'master' of sbox
Fix text rendering artifacts
Don't try to create textures on server
Hammer: Fix align to grid plane not working properly
Hammer: Fix "Align to Surface" Alt toggle not actually toggling
Whitelist IEquatable and DefaultMemberAttribute
Fix "Modeldoc crashes when parenting an AttachmentList to a bone #52"
Add Model GetAttachmentName and AttachmentCount
Label Angles edit box with P,Y,R instead of X,Y,Z
Add environment light entity so it can be changed from managed
Fix "Animgraph flashing upon opening second file, epilepsy triggering #153"
Fixed func_shatterglass materials.
Remade materials needed for func_shatterglass.
Merge branch 'master' of sbox
updated brick texture, added variation
Added Entity.SpawnFlags.Add
Reimplemented basic prop_door_rotating in C#
Increased "tickrate" for trigger_hurt
Implement C# door Open/Close inputs, implement TimeBeforeReset for rotating door
Make C# map IO case insensitive, fixes trigger_hurt not being targetable
Fixed Hammer crashing when pressing CTRL+S without a map open
Merge branch 'master' of sbox
Fix "#147 Unable to right click and bring up the context menu for any image in the Material Editor"
Remove redundant element count from buffers SetData
Add FindOrCreateProceduralMesh to IMeshSystem
Move mesh stuff out of game glue and into mesh glue
Whitelist Span
Allow draw desc to draw non indexed if there's no index buffer
Remove old voxel shader
Add Vector3 indexer
Add Entity.RenderDirty to mark rendering dirty
Add IndexBufferHandle and VertexBufferHandle, experimental access to GPU buffers
Bind render meshes
Allow models to be created from meshes or VertexBuffer class
Wheely bin prop
Wheely bin prop, has mask for tinting and all lods
Merge branch 'master' of sbox
Fixed changes SCSS files not being sent to clients
Fixed some VelocityClipPlanes backwards logic
Increase default GroundAngle
Cleanup WalkController.StepMove, fix bouncing off stairs
Merge branch 'master' of sbox
Added missing blend textures
Forgot to commit the addition textures
Merge branch 'master' of sbox
Fix "new word" in console
Fixed RootPanel not enrolling into event system
[Event] works on static methods
Fix stalling when download zip file
Merge branch 'master' of sbox
Improved blend grass
Removed tint from layer 2
Added blend mask
Added tint mask to layer 1
Merge branch 'master' of sbox
Be doubly sure we're doing GameLoop.Shutdown, especially when we disconnect after only being half connected
Added Render.DrawScene (this is a stub, I need someone who knows what they're doing to fill it in)
Fix hard crash when creating AnimSceneObject with invalid model
Make Event.Unregister public
Added Parsers so Rotation, Vector4, vector2 can be sent via console command
Add error if servercmd used on non static method
Fix padding with 4 lengths being in the wrong order
Fix Global.MapName not being set on the server