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20,894 Commits over 1,522 Days - 0.57cph!

11 Months Ago
Citizen/animgraph: apply the "Disable scale_height main pelvis offset" Tag to the rolling state. Will need a more thorough solution later. (Facepunch/sbox-issues#4296)
11 Months Ago
3d sound falloff tweaks (obey volume more)
11 Months Ago
Fixed SoundOverride being applied on SoundPoint - even though it's not enabled
11 Months Ago
Fixed UI sounds being loud for one frame
11 Months Ago
Fix GridLayout returning negative firstindex Fix panel tree not selecting a panel Skip building panel inspector if panel is null Fix StyleEditor not rebuilding Create modals on the overlay Fixed codegen wrapped properties not copying the initializer to the backing field Fixed style errors due to missing sounds Can play sound events by name, like before
11 Months Ago
CubicBeizer to CubicBezier Fix some sound errors
11 Months Ago
Fix sound errors
11 Months Ago
SoundSystem Takeover (#1425)
11 Months Ago
Remove soundevents folder
11 Months Ago
Protocol++ because Sound class changed, SoundHandle changed from a struct to a class
11 Months Ago
Merge SoundSystem into Sound
11 Months Ago
Delete old soundstack Remove unused Recompile mixgraph Remove unused Remove more unused
11 Months Ago
Completely remove SoundEventGuid_t
11 Months Ago
Move CAudioStream_Attached to CAudioStreamManaged
11 Months Ago
Remove unused Initialize Sound.Listener Add SoundHandle.StartSubVoice SoundEvent.UI is obeyed EditorUtility sound plays are 2d by default
11 Months Ago
Remove unused Fix stopping/fading out sound immediately after play not stopping the sound
11 Months Ago
Fix editor tools, lock MainVoiceList when adding/editing
11 Months Ago
Remove unused
11 Months Ago
Fix soundstream to use new system
11 Months Ago
Delete soundopsystem, soundevent, soundstack system
11 Months Ago
Move spatialize and distance falloff to c#
11 Months Ago
Unbind all the soundop stuff
11 Months Ago
Bind some low level sound classes Lets process voices in c# instead of the soundop system
11 Months Ago
Strip unused (and broken) voicetrace stuff
11 Months Ago
Fix missing soundsystem_lowlevel Remove unused projects
11 Months Ago
Delete CEntitySystem::CreateEntity
11 Months Ago
Soundsystem defs to engine2 Move soundsystem inside engine2 (delete Interop.SoundSystem.cs when your compile fails!)
11 Months Ago
Delete some more from entity2
11 Months Ago
Remove unused soundstack stuff
11 Months Ago
Remove unused tools remove unused tool keybinds
11 Months Ago
More transform options https://files.facepunch.com/louie/1b2111b1/sbox_vmL4f8Ckt6.png
11 Months Ago
VR: Delete VRSkeleton, unused VR: Rename VRControllerType -> TrackedControllerType
11 Months Ago
VR: Experimental fast function for storing reprojected HMD matrix VR: Separate out stereo render/submit/blit, don't submit editor SceneCameras (We still render and blit companion while in the editor, we just don't submit a texture to the compositor while not in play mode) https://files.facepunch.com/alexguthrie/1b2011b1/rsIQEZV0nc.mp4
11 Months Ago
Citizen/animgraph: enable "lock state when waning" on the "Tag & Reset Movement" state machines
11 Months Ago
Citizen/animgraph: further improve skid. Blending in/out should be more graceful now, respecting the movement 2D blendspace's own timings. Revamped the "noise" layer additive animation: it now scales with speed, and it inherently lowers the pelvis by a few units to avoid IK pops. Fixed duck transition potentially spazzing out if you duck while skidding, or blending in/out of skidding. Disabled crouch skidding (for now?) https://files.facepunch.com/maxlebled/1b2011b1/2023-12-20%2019-33-21.mp4
11 Months Ago
Fix SceneTrace.WithAnyTags using WithAllTags
11 Months Ago
Add Vector3.WithAcceleration, Vector3.WithFriction
11 Months Ago
Citizen/animgraph: use the skid 1D Blendspace to extend the 2D Blendspace past its boundaries gracefully & infinitely rather than outright replacing it (because move_direction cannot be dampened, especially in conjuction with move_groundspeed as part of another downstream 1D Blend) + use different weightlist to do the model-space rotation blending
11 Months Ago
Citizen: add a couple of new weightlists (Only_Arms + Blend_UpperBody_HalfSpine_FullArms)
11 Months Ago
Don't apply root motion to bone transforms when animating (fixes sbox-issues/issues/4253)
11 Months Ago
Fix R for scale editortool not working (fixes sbox-issues/issues/4269)
11 Months Ago
Hitboxes update when gameobject tags change Protocol++ Sphere cleanup Plane cleanup, Frustum cleanup Rename Editor.CheckBox to Editor.Checkbox Remove Mesh.SetBounds Make Line.a + b private Mark a bunch of Vector3 parameters in Remove Label.SetText Lets obsolete one of the BBox constructors, because if we just delete it all the code using it will just implicitly use the other one - so it'll all be wrong
11 Months Ago
Remove obvious unused interfaces
11 Months Ago
SkinnedModelRenderer plays sound events
11 Months Ago
Add Sphere trace that doesn't return distance In example tool, batch all the traces Only do BuildGizmoDetails if components changed ModelRenderer, SkinnedModelRenderer selection doesn't use hitboxes Special scene selection for Model based components, because it's stupid to not do it this way Add Widget.AlignToParent Add EditorTool.AddOverlay
11 Months Ago
VR: stop NoOpPostprocess layer trying to clear again in stereo mode Added EditorTool.AllowGameObjectSelection Expose Widget.WindowFlags Add WidgetWindow Add SceneOverlayWidget system Add WIP example EditorTool Izabu: Add abstract concave shape to make it easier to derive concave shapes (mesh, heightfield, plane etc) and use the same contact code Check if managed is ready before calling physics callbacks Fixed aoproxy crash when changing model Updated CitizenAnimHelper SpecialMoveState Sitting SittingOffsetHeight SittingPose Add Scene.Trace.IncludeRenderMeshes Add Gizmo.IsLeftMouseDown Update ExampleEditorTool Another engine2 cleaning pass Missed a few more Raincoat LODs Add the same bounds checks as before to IzHeightFieldShape::CastRay VR: Fix out-of-editor rendering Move orbit camera to SceneEditorExtensions Citizen/animgraph: small tweak to the airborne blend timings to make the jump-to-airborne transition smoother (I think I recently messed with the jump blend-in timing and forgot to adjust the subsequent timings to account for that) Updater for "snaprotationangle" int -> float, so it stops fucking spamming Rewrite font manager to not use filename, instead uses font family name like normal css All ttf and otf font files are loaded from /fonts/ folder and mapped to their font family name, weight, style. This is likely to be a breaking change if you had weird named fonts. Stop scene first person camera shaking from continuous quaternion <-> angle conversions Fix stray margin when expanding/collapsing components Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias Merge branch 'master' into updaters-test stash
11 Months Ago
public/engine2 cleaning pass
11 Months Ago
Delete CSteam3Client, (old api?) steam interfaces can be got elsewhere
11 Months Ago
poc
11 Months Ago
Grid shader: Don't lose all our interpolation precision by multiplying grid scale in vertex stage. Also tessellate mesh a little for better depth bias