22,479 Commits over 1,614 Days - 0.58cph!
Unmount/Re-mount Vpk After Map Compile (#1309)
* Initial commit
* Test mount/unmount VPK methods
* Remove file extension when passing to Mount/UnmountVPK
* Use ChangeExtension instead as apparently this preserves the path...
* Fix IsVPKMounted check not working
* Fix docs
* Use correct log channel
* Rename to OnPreCompileFinished + OnPostCompileFinished
Add SceneMode.OnSoundEvent
Add SceneModel.OnGenericEvent
Fix CUtlString copying crash in animevent_t
Add SceneModel.UpdateToBindPose()
Add SceneModel.OnFootstepEvent
Update FootstepEvent
Give citizen foot_L and foot_R attachments back, so footstep events work
Put ActionJigDebugger in its own file
Add CSceneAnimatableObject.SetBindPose
More keyvalues binds
Disable a ton of anim events (until someone tells me they were using it)
Anim event callbacks
Goalie Gloves adjustments + Black Rubber Gloves
Also some adjustments to the skinning of the chef shirt!
football shirt variation
Football shirt version of the Standard shirt + scifi armour colour variations
Add an random U offset to tiling hotspots UVs
Goalie Gloves
Initial goalie gloves model for the football outfit!
LODs coming asap
Fix not being able to drop on a reroute node
Validate indices are in range in AddCollisionMesh
Json ignore / hide ShaderNode.DisplayInfo
Dynamically size input / output plugs
Fix updating plug types in shader graph
Add BodyGroupsControlWidget
Add BodyPart.BoneName
ControlWidget supports wide mode
Added ControlWidget.ValueHash
Rename to OnPreCompileFinished + OnPostCompileFinished
HasAttribute non generic
CustomEditorAttribute has WithAllAttributes property
Name the bodygroups in citizen
Add Model.BodyParts, obsolete all the old accessors
HasAttribute non generic
CustomEditorAttribute has WithAllAttributes property
Name the bodygroups in citizen
Add Model.BodyParts, obsolete all the old accessors
Reference Facepunch.ActionJigs, NodeGraph refactor
Allow references to Facepunch.ActionJigs in editor code
More plumbing for action editing
Updated ActionJigs
Some more node types
Support deserializing system types if TypeLibrary is okay with them
Error messages in node tool tips
Added GraphView.GetRelevantNodes
Node graph HandleConfig refactor
Allow arbitrary nesting in node creation context menu
Default handle color tweak
Update Facepunch.ActionJigs
Hotload: fix before / after constraints on upgrader ordering
TypeLibrary.GetSerializedObject overload accepting a getter
Add [Flags] to DockProperty
Constant nodes
Node interface tweaks
Update() node UI after Layout() calls
Update ActionJigs
Try to get nodes to redraw on change
Post-rebase fixes I missed
Updated Facepunch.ActionJigs
GraphView.CenterOnSelection
Allow custom exception stack trace inspectors
Update Facepunch.ActionJigs
Update Facepunch.ActionJigs
Null literal node
Can get / set fields with nodes
INode.CanClone, CanRemove
Post-rebase fixes
Update ActionJigs, expose some more reflection info
Some more nodes
Support for comment nodes in Action graphs
Skip HideInEditor properties in ControlSheets
Action node display tweaks
PlugIn respects ShowLabel
Rerouting fixes
Fixed handle config names for generic types
Action link pulsing in editor
Add SceneModel.MergeBones( SceneModel other )
This isn't needed
None of this is used, prove me wrong
Revert "None of this is used, prove me wrong"
This reverts commit 673e5e351dc372e2cdb4b91f3fefcea3b8fd9990.
Don't publish fbx files
Merge branch 'master' into new-physics-merge
Revert "None of this is used, prove me wrong"
This reverts commit 673e5e351dc372e2cdb4b91f3fefcea3b8fd9990.
Action link pulsing in editor
None of this is used, prove me wrong
Add SceneModel.MergeBones( SceneModel other )
Transplant new physics interface to master, start fixing up shit again
Remove unused from iphysicsshape
Remove unused from iphysicsjoint
Remove unused from iphysicsbody
Add back AddHullShape and AddMeshShape that takes a transform, implement later.. these are needed now :(
Remove unused from physicsaggregate
Remove unused from physicsworld
Remove unused from physicssystem
Remove shared manifold and physics contact shite
Add intersection controller, kinda bullshit but needed
Get game compiling again
Build new mesh and hull when adding transformed hulls and meshes
Support creating transformed hull from mesh (why tho?)
Latest trace solver
Return default physics material when user data is null
Setup joint break callback, break joint on body remove
Remove SetOnBreakHandler, callback is always added
Support body gravity enable
Fix joint and body double delete
Should be null checking this in water controller
Should be null checking this in water controller
Fix joint and body double delete
Remove SetOnBreakHandler, callback is always added
Support body gravity enable
Setup joint break callback, break joint on body remove
Fix startup error
Performance scope animation update
AssetSystem: optimize FindByPath lookup
Optimize GameResourceProcessor
Keep __references ordered to avoid diff hell
Optimize recursive WalkJsonTree
FPArms: updated weightlists
FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
Rerouting fixes
Fixed handle config names for generic types
Stash PoC code for reference (temp)
Squashed revert back to commit 052bf8ece71b6de44f62c108626c6444a936f90f
Going to tackle this stuff differently
Fix IPD calc, camera positioning, fix InchToMillimeter that was converting from mm to inch
Remove compositor benchmark stuff, we're not using it at the minute
Try GetLastPoses instead of GetTrackedDevicePoses - might not be the right call since we can use the latter to predict X ms ahead
Half IPD
SceneModel can get anim parameters
PlugIn respects ShowLabel
Action node display tweaks
Return default physics material when user data is null
Support creating transformed hull from mesh (why tho?)