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
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
Remove redundant element count from buffers SetData
Fix "#147 Unable to right click and bring up the context menu for any image in the Material Editor"
Fixed Hammer crashing when pressing CTRL+S without a map open
Merge branch 'master' of sbox
Updated Trainers to fit new Citizen rig
Make C# map IO case insensitive, fixes trigger_hurt not being targetable
Implement C# door Open/Close inputs, implement TimeBeforeReset for rotating door
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
Added Entity.SpawnFlags.Add
Reimplemented basic prop_door_rotating in C#
Increased "tickrate" for trigger_hurt
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
updated brick texture, added variation
Refined AO capsules + individual finger ones
Merge branch 'citizenv2' of sbox into citizenv2
Fixed func_shatterglass materials.
Remade materials needed for func_shatterglass.
Merge branch 'master' of sbox
Updated N/NE/E/SE/S walks
Fix "Animgraph flashing upon opening second file, epilepsy triggering #153"
Add environment light entity so it can be changed from managed
Label Angles edit box with P,Y,R instead of X,Y,Z
Add Model GetAttachmentName and AttachmentCount
Fix "Modeldoc crashes when parenting an AttachmentList to a bone #52"
Added tint mask to citizen_skin, removed mouth material
More work on the walks
Whitelist IEquatable and DefaultMemberAttribute
Hammer: Fix align to grid plane not working properly
Hammer: Fix "Align to Surface" Alt toggle not actually toggling
Update ci.yml
Update ci.yml
Last try with this shit
Slash fixes
Don't try to create textures on server
Another assert
Update ci.yml
Fix text rendering artifacts
Added playerstart tint model for editor
Added playerstart editor model that is neutral colour for tinting
Merge branch 'master' of sbox
reapplied tint mask
Fix SkyAtmosphere, refactor base class
Merge branch 'master' of sbox
updated brick materials/ added blend variation
Merge branch 'master' of sbox
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.
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
Whitelist ReadOnlySpan
Add the operators you'd expect on Vector4
Don't require baked lighting if the user builds with no lightmaps, removes annoying warning.
Better exception messages for vertex and index buffer handles
Allow rubikon shapes to own their own hull and mesh data so they can be cleaned up (used for shape cloning)
Jump & land animations + changed bindPose to have root_ik Z=0
Model.Create can optionally create a collision mesh
Don't use doubles in Vector4
Fixed chest bodygroup name
Merge branch 'citizenv2'
Falling animation
Fixed trousers_tracksuit to work with new Citizen rig (duplicate tracksuit objects)
Merge branch 'master' of sbox
Use Right for sidewards movements in StandardPlayerAnimator
Fixed crouchwalk sidewards axis being reversed
Set b_noclip in StandardPlayerAnimator
AE_FOOTSTEP anim metadata + adjusted loop points + moved movement anim processing into prefabs
Merge branch 'master' of sbox
Add common funcs to all joint builders
Add motor funcs for SphericalJointBuilder
Add IsValid and Remove funcs on all joints
Fixed hand IK chains
Applying temp solution for better arms aiming
Disable joints motor mode by default
Fix VertexBufferHandle.SetData
Allow meshes to be created with different prim types
Merge branch 'master' into player-client