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22,492 Commits over 1,614 Days - 0.58cph!

1 Year Ago
Citizen/animgraph: fix potential animation snaps caused by the reset signal used to reset the movement cycle phase sometimes overlapping the frame you start moving (especially while holding SHIFT). Rather than send a reset signal if you were idle for at least 300ms *and* you start moving, simply send a reset signal if you've been idle for 300ms at all https://files.facepunch.com/maxlebled/1b1311b1/sbox_2023-12-13_09-41-59.mp4
1 Year Ago
Citizen/animgraph: also nest the long transition from post-jump airborne back to normal state https://files.facepunch.com/maxlebled/1b1311b1/sbox_2023-12-13_09-41-59.mp4
1 Year Ago
Shut the couldn't find driver version warning up Fix anim subgraphs not compiling with contentbuilder because there's no assetsystem
1 Year Ago
Citizen/animgraph: use a nested State Machine (single transition, conditionless) to always fade in the post-jump airborne state over a longer period of time than the downstream SM allows (see commit comment) If we go straight from grounded to airborne (without a jump) then we still want to fade the airborne state quite slow... but we also want a fast snap-free state transition back to grounded if we land almost immediately. Snaps happen if a transition out of a state engages while you're still transitioning into this state. The 'protection' against snaps is done by using 'Time in State' conditions that are slightly longer than the previous transition's blend time. But if we keep that time too high, having very fast transitions (e.g. land-grounded-airborne-grounded-airborne) can look really off. You'd be in the airborne state for a noticeable period of time even though you're running. Therefore a very short 'protection time' below 200ms is required. But with such a short time, going straight from grounded to airborne is too snappy. Therefore, inside the state, we use a new SM, with a single conditionless transition, to always fade in from the upstream state gracefully, over a longer period of time. Because it's effectively a nested SM, it doesn't matter that the downstream state transitions are 100ms long. And because the jump-to-airborne transition is quite long, not only does it barely matter that this fade-in always happens, I also think it makes it look a bit better... The SM always needs to receive a reset from downstream to restart the fade-in from the start, so I have to use yet another 'makeshift reset blocker' to prevent the upstream movement states from getting reset. (Otherwise you'd see a snap as soon as b_grounded went false)
1 Year Ago
VR: More docs for `VROverlay` and `VROverlayPanel` VR: VrInput -> VRInput, extra docs for VRController
1 Year Ago
VR: Docs, rename Input VrHand to VRController VR: Normalize prefix casing to `VR` instead of mixing `Vr` and `VR` VR: VRHand component doesn't fetch skinned model renderer automatically, match behaviour of all other components instead
1 Year Ago
Get rid of angle pitch jitter in scene view
1 Year Ago
Make `Matrix` numerics value internal, similar to the one on `Vector3`
1 Year Ago
VR: Move `VROverlayPanel`, `VROverlay`, `VROverlayInput` into `Sandbox.VR` namespace
1 Year Ago
VR: Generate extra `GetXActionData` functions with `ulRestrictToDevice` = `k_ulInvalidInputValueHandle` VR: Menu chord bindings / action VR: Remove legacy layer, move VR stuff into Sandbox.VR namespace VR: Hook up WorldScale VR: Do a reset whenever GameMenuDll.ResetEnvironment is called, just resets world scale for now VR: Shorten Sandbox.Engine.VR to Engine.VR, maybe we should rename this class entirely VR: Move `VR` class into Sandbox.VR VR: Remove `VR` class, move any relevant properties over to `Input.VR` All of this was input-related anyway, this feels like a better place to have it. Modifying the anchor is done through `Input.VR.Anchor` now. The only exception to this is checking if we're running in VR; use `Game.IsRunningInVR` instead. This avoids us clashing with the `Sandbox.VR` namespace and causing a bunch of problems. Shouldn't be too different anyway as most things should be covered by our components. VR: Components don't update if VR isn't running
1 Year Ago
Update these vmdls that are failing to compile, using some mega old schema text
1 Year Ago
ci: test-managed depends on built content ci: turn off orphan deletion on contentbuilder
1 Year Ago
Delete all compiled content under "/game/core/models/" from the repository
1 Year Ago
Delete all compiled content under "/game/addons/citizen/" from the repository
1 Year Ago
Move Input to engine (we should be able to massively simplify this shit)
1 Year Ago
Fix Input not working
1 Year Ago
Citizen/animgraph: make head look more reactive and bouncier
1 Year Ago
Apply the same .gitignore wildcard fix that I had made to sbox-assets to prevent compiled files from being committed (*_c to *.*_c), with the explicit exclusion of !*.shader_c
1 Year Ago
Remove looptypeclientserver Delete demos Delete rcon Remove clockdriftmgr Delete gameeventsystem Remove userinfochangeservice
1 Year Ago
Remove unused
1 Year Ago
New Outfit Piece - Raincoat Raincoat asset added! Lods and skinning adjustments coming shortly.
1 Year Ago
Fix [Broadcast] requiring `using System;` statement in file
1 Year Ago
Kill the server list
1 Year Ago
Make Transform / CTransformUnaligned non uniform Use non uniform scaling when setting SceneObject transforms
1 Year Ago
Fixed order of SceneProperties (fixes sboxgame/issues/issues/4169)
1 Year Ago
Fix trace exception Fixed scene prefab guid getting lost
1 Year Ago
Automatically convert .object to .prefab when loading scenes (for now)
1 Year Ago
Change prefabfile extension from .object to .prefab
1 Year Ago
Move SceneFile into Engine Fix startup errors (!)
1 Year Ago
Fix hitbox traces not returning the hitbox Make Hitbox constructors internal
1 Year Ago
Delete ISource2Client and ISource2Server
1 Year Ago
Rotation: SmoothDamp is static, implicit conversion to/from Angles Remove BinaryStreamExtension Make all these Rotation members readonly while we're breaking api again Make a bunch of other stuff readonly Remove GameEvent Unexpose Event system, remove from whitelist, don't instance Sandbox.Event (phasing it out) Some easy deletes Api protocol++
1 Year Ago
Add damping to physics component
1 Year Ago
Add material group to model renderer https://files.facepunch.com/layla/1b1211b1/sbox-dev_DEaDqkAx7J.mp4
1 Year Ago
Document capsule collider
1 Year Ago
RMB to zoom in and out of orbit
1 Year Ago
Dragging models from asset browser adds collider component
1 Year Ago
Add ColliderCapsuleComponent
1 Year Ago
Additional Gizmo Controls
1 Year Ago
1 Year Ago
Scene Editor orbit around focused selection Fix NRE in legacy particle system
1 Year Ago
VR: fix some stereo-related render warnings
1 Year Ago
VR: perform copy before adding layers & don't create temporary back color buffer VR: overlays don't block input if there's a game running, use high quality rendering now that works again
1 Year Ago
Fix incorrect velocity adjustment when clipping 2 planes
1 Year Ago
TreeView's shift select can handle items that aren't in view
1 Year Ago
Citizen: polish Land_Crouching a bit
1 Year Ago
Remove ConVar.Replicated and associated code Editor: Remove Game tab, moved "Project Settings" to Edit, moved "Open Project in Explorer" to File
1 Year Ago
Remove ConVar.ClientData and associated code
1 Year Ago
Remove f5 screenshot from user_keys_default.vcfg Add Edit/Play menu option, with F5 keyboard shortcut
1 Year Ago
Citizen/animgraph: rip out the Selector node that oversees move_style, and replace it by a State Machine implementation; solves a moderate animation snap if you go from idle to full-on sprint, and also safeguards against repeated large snaps if tapping SHIFT