20,894 Commits over 1,522 Days - 0.57cph!
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)
3d sound falloff tweaks (obey volume more)
Fixed SoundOverride being applied on SoundPoint - even though it's not enabled
Fixed UI sounds being loud for one frame
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
CubicBeizer to CubicBezier
Fix some sound errors
SoundSystem Takeover (#1425)
Remove soundevents folder
Protocol++ because Sound class changed, SoundHandle changed from a struct to a class
Merge SoundSystem into Sound
Delete old soundstack
Remove unused
Recompile mixgraph
Remove unused
Remove more unused
Completely remove SoundEventGuid_t
Move CAudioStream_Attached to CAudioStreamManaged
Remove unused
Initialize Sound.Listener
Add SoundHandle.StartSubVoice
SoundEvent.UI is obeyed
EditorUtility sound plays are 2d by default
Remove unused
Fix stopping/fading out sound immediately after play not stopping the sound
Fix editor tools, lock MainVoiceList when adding/editing
Fix soundstream to use new system
Delete soundopsystem, soundevent, soundstack system
Move spatialize and distance falloff to c#
Unbind all the soundop stuff
Bind some low level sound classes
Lets process voices in c# instead of the soundop system
Strip unused (and broken) voicetrace stuff
Fix missing soundsystem_lowlevel
Remove unused projects
Delete CEntitySystem::CreateEntity
Soundsystem defs to engine2
Move soundsystem inside engine2 (delete Interop.SoundSystem.cs when your compile fails!)
Delete some more from entity2
Remove unused soundstack stuff
Remove unused tools
remove unused tool keybinds
More transform options
https://files.facepunch.com/louie/1b2111b1/sbox_vmL4f8Ckt6.png
VR: Delete VRSkeleton, unused
VR: Rename VRControllerType -> TrackedControllerType
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
Citizen/animgraph: enable "lock state when waning" on the "Tag & Reset Movement" state machines
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
Fix SceneTrace.WithAnyTags using WithAllTags
Add Vector3.WithAcceleration, Vector3.WithFriction
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
Citizen: add a couple of new weightlists (Only_Arms + Blend_UpperBody_HalfSpine_FullArms)
Don't apply root motion to bone transforms when animating (fixes sbox-issues/issues/4253)
Fix R for scale editortool not working (fixes sbox-issues/issues/4269)
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
Remove obvious unused interfaces
SkinnedModelRenderer plays sound events
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
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
public/engine2 cleaning pass
Delete CSteam3Client, (old api?) steam interfaces can be got elsewhere
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