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22,479 Commits over 1,614 Days - 0.58cph!

1 Year Ago
Jig -> Graph
1 Year Ago
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
1 Year Ago
Add SceneMode.OnSoundEvent
1 Year Ago
Add SceneModel.OnGenericEvent
1 Year Ago
Fix CUtlString copying crash in animevent_t
1 Year Ago
Add SceneModel.UpdateToBindPose() Add SceneModel.OnFootstepEvent Update FootstepEvent Give citizen foot_L and foot_R attachments back, so footstep events work
1 Year Ago
Put ActionJigDebugger in its own file
1 Year Ago
Add CSceneAnimatableObject.SetBindPose More keyvalues binds Disable a ton of anim events (until someone tells me they were using it) Anim event callbacks
1 Year Ago
Goalie Gloves adjustments + Black Rubber Gloves Also some adjustments to the skinning of the chef shirt!
1 Year Ago
football shirt variation Football shirt version of the Standard shirt + scifi armour colour variations
1 Year Ago
Add an random U offset to tiling hotspots UVs
1 Year Ago
Goalie Gloves Initial goalie gloves model for the football outfit! LODs coming asap
1 Year Ago
Fixed ActionJig test
1 Year Ago
Fix not being able to drop on a reroute node
1 Year Ago
Validate indices are in range in AddCollisionMesh
1 Year Ago
Json ignore / hide ShaderNode.DisplayInfo Dynamically size input / output plugs Fix updating plug types in shader graph
1 Year Ago
Add BodyGroupsControlWidget
1 Year Ago
Add BodyPart.BoneName ControlWidget supports wide mode Added ControlWidget.ValueHash
1 Year Ago
Rename to OnPreCompileFinished + OnPostCompileFinished
1 Year Ago
HasAttribute non generic CustomEditorAttribute has WithAllAttributes property Name the bodygroups in citizen Add Model.BodyParts, obsolete all the old accessors
1 Year Ago
Use correct log channel
1 Year Ago
Fix docs
1 Year Ago
HasAttribute non generic CustomEditorAttribute has WithAllAttributes property Name the bodygroups in citizen Add Model.BodyParts, obsolete all the old accessors
1 Year Ago
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
1 Year Ago
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
1 Year Ago
Don't publish fbx files
1 Year Ago
Joint motors from desc
1 Year Ago
Revert "None of this is used, prove me wrong" This reverts commit 673e5e351dc372e2cdb4b91f3fefcea3b8fd9990.
1 Year Ago
Action link pulsing in editor
1 Year Ago
None of this is used, prove me wrong
1 Year Ago
This isn't needed
1 Year Ago
Add SceneModel.MergeBones( SceneModel other )
1 Year Ago
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
1 Year Ago
Should be null checking this in water controller
1 Year Ago
Fix joint and body double delete
1 Year Ago
Remove SetOnBreakHandler, callback is always added Support body gravity enable
1 Year Ago
Setup joint break callback, break joint on body remove
1 Year Ago
Fix startup error Performance scope animation update
1 Year Ago
AssetSystem: optimize FindByPath lookup Optimize GameResourceProcessor Keep __references ordered to avoid diff hell Optimize recursive WalkJsonTree
1 Year Ago
FPArms: updated weightlists FPArms: overhauled punching animgraph (still some things to iron out, but the core functionality works again at least)
1 Year Ago
Rerouting fixes Fixed handle config names for generic types
1 Year Ago
Stash PoC code for reference (temp)
1 Year Ago
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
1 Year Ago
SceneModel can get anim parameters
1 Year Ago
PlugIn respects ShowLabel
1 Year Ago
Action node display tweaks
1 Year Ago
Fix Model.Load exception
1 Year Ago
Return default physics material when user data is null
1 Year Ago
Latest trace solver
1 Year Ago
Support creating transformed hull from mesh (why tho?)