22,724 Commits over 1,642 Days - 0.58cph!
Animgraph/tutorials: added file on transition orders
Update default manifest again
Fixed controller actions not being reflected serverside
Rip out manifest codegen entirely
Remove Sandbox.Gamepad
Add Sandbox.GamepadCode
Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately
Refactor Input to grab action.DigitalAction
Fix up GetButtonOrigin and glyphs
Update manifest.vdf to use new actions
Only process input actions with a valid gamepad code
Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t )
Animgraph tutorials: stubs for remaining tutorials + work-in-progress file relating to nested state machines
Animgraph tutorials: added a file explaining the differences between the 'on finished' & 'on almost finished' transition conditions between states
Animgraph tutorials: added block about assigning a default animgraph to a VMDL
Animgraph tutorials: added new file on reset signals
Citizen/animgraph: improved the Slide special movement state through the use of nested state machines + fun partial re-use of the Roll Exit anims for it + fixed head bug in the Roll state
Citizen/animgraph: use idle layer instead of static frame when slide move_groundspeed=0
Animgraph tutorials: layout changes & readability improvements to account for QT screen scale shenanigans (😒)
ShaderGraph: Don't stomp vVertexColor, this is used for tint it seems?
Docs pass for GameLobby, importantly Lobby.ConVars, and inherit docs where possible
ShaderGraph: Set vVertexColor in generated code
Fix jiggle bones in animation helper stomping bone scale animation
Use morph channel index cached in anim container instead of assuming it's the second channel. Fixes scale channel thinking it's the morph channel when there's no morphs.
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ModelDoc: Make sure anim bone scaling isn't applied if not enabled
Update tutorial_02_basic_principles.vanmgrph
Aoproxy composition: Fetch the texel with lowest distance, make it much simpler, fixes ugly black artifacts, darkern directional ao a bit more
https://i.imgur.com/Laib79y.png
Public property setters on WorldTextEntity
Opt into using uniform animation scaling data https://files.facepunch.com/layla/1b0911b1/hBJOAzIvqt.mp4
Null check video system before trying to encode audio
Fix potential crash in CBaseAnimating::AddViseme
Remove last crumbs from fsr
Null check readable bones in CalcAnimationState, seems to be the cause of our most common crash
Update shaders from a clean compile
Added five tutorial graphs under /game/core/animgraphs -- more to come!
Proof of concept mesh distance field generation
Citizen: disabled viseme prefab by default
Citizen: added debug_animation_scaling anim
Stub for MeshDistanceFieldFromRender
Make PerViewRuntimeFastPathLightingConstantBuffer match vulkan what's on c++, compiler is still optimizing some constants out though
Initialize multiview parameters on spritecard shaders
Org Info Modal https://files.facepunch.com/tony/1b0711b1/sbox_g2OtLOLYzn.mp4
Extra controls in sound editor
Fix copytexture coordinates hi-z depth, fixes dynamic reflections on tools
https://i.imgur.com/Qn3vHPl.png
Fix small fog clipping on seamless entry for fog
Fix framebuffer copy scale for water
Do softer collision on ripplecompute, fixes aliasing on screen border
Add min max metadata to modeldoc variables #3770
Hammer: Add tile view option to fast texture tool and allow zooming out a bit more
Make GraphicsItem.PrepareGeometryChange public
Fix voxel surface split setting parent instead of parent surface #3771
Delete water ripple on water destroy, fixes #3788
Add utility for playing sound at time (for tools)
Add sound options to meta for sample rate and compression
Rework scene model morph overrides to crossfade with animation morphs
Update viseme editor for morph changes
Add sound editor with properties and simple phoneme editor https://files.facepunch.com/layla/1b0611b1/sbox_yzDLkXR34E.png
Revert "Compiled complex with parallax fixes"
This reverts commit 02e13ee057b7394fe7831e732d6eff6f4621b7a5.
Compiled complex with parallax fixes
Don't offset shadow position by parallax, causes problems when shadowing lights in parallel angles to the surface sboxgame/issues/issues/3349
FPArms: minor cleanup in punching animgraph
Fix black borders on viewmodel ao when changing resolution and add thickness factor for back tracing
New Outfit! - Scifi Trooper Armour
A bunch of bits to adjust and add, plus some LODs and an overall pass of the skinning. But throwing this up to get the feels out for it.
Will be making more coloured variations asap!
https://files.facepunch.com/daniel/1b0411b1/Photoshop_sR6TZHxbuI.jpg
https://files.facepunch.com/daniel/1b0411b1/sbox-dev_ktVxnsPGzZ.gif
Default to using opposite value inside BaseStyles.Lerp functions if a value is null