20,909 Commits over 1,522 Days - 0.57cph!
Pass the client to OnClientActive (why would we not want to know which client it was?)
Network snd_event_point so that it can play on client spawn instead of playing again for everyone when a new client spawns
Deglue navmesh
Remove cpp naming
Refactor path cost into path builder, simplify path creation, optimize path by default
Don't need to check our segment count, our iterator already does this
Multi-goal support
Allow multi-goal to actually work
Remove the need to hold onto engine pointers
Remove some options no one will ever use
Make multi-goal condition more clear
rebase fixups
Merge pull request #226 from Facepunch/deglue-nav
Deglue navmesh & add extra navigation stuff
Deglue navmesh
Remove cpp naming
Refactor path cost into path builder, simplify path creation, optimize path by default
Don't need to check our segment count, our iterator already does this
Multi-goal support
Allow multi-goal to actually work
Remove the need to hold onto engine pointers
Remove some options no one will ever use
Make multi-goal condition more clear
Separate simulation inputs to prevent simulations stomping each other
Fix not generating SpecialDependencyFingerprint properly in CResourceCompilerSBData
Add Asset.CompileIfNeededAsync()
Make sure assets are compiled before trying to upload them
Quiet down asset recompile spam, don't try to compile trivialchildassets
Balaclava LOD3 fix
Small fix to modeldoc and model for Balaclava's LODs.
Initial work on better curves
Citizen mesh updates
- Significantly improved upper arm twist, armpit, and shoulder-neck deformations. Preview: https://files.facepunch.com/maxlebled/1b0811b1/citizen_v2_june22update_2.gif
- Reflected recent changes on LOD3; fixed symmetrical inconsistencies (tris count dropped a bit more as a result!)
- LOD2/3 culling prefabs don't cull the upper arm twist bones anymore, because the effect on deformation is too important
- Upper arm twist constraint weight lowered to 0.6
Better describe rationale when doing alignemnt adjustments when describing the transformation buffer to GPU
Soundfile resource (#252)
* SoundFile class to grab properties from HSound
* Add SoundFile.GetSamples
* Use PrecacheSound to get sound handle
* Getting samples has to be async
* Comments
* Bail out of getting samples if we failed to load the source
* Add CSfxTable refs for SoundFile, release them on loop end and exiting
* Rename ISound to VSound_t
Rename ISound to VSound_t
Property Sheet uses TypeLibrary
TypeLibrary will expose a type if it's nested in a class that is exposed
Add CategoryAttribute
Fix AddonConfig not exposed
Fix Binding system tick allowing reentrance
Add TypeDescription.GetProperty, GetMethod
Add [ShowIf], [HideIf] attributes for properties
List/Struct/ExpandGroup margin/padding
Add CSfxTable refs for SoundFile, release them on loop end and exiting
Bail out of getting samples if we failed to load the source
Fixed some addon DLLs not getting watched
Introduced by bb5359a20
Getting samples has to be async
Add ModelEntity.CopyMaterialOverrides, ModelEntity.CopyFrom
Match the same amount of transforms as valve
Fix multiview instancing adjustment offset with new transform code, add GetTransformDataForSlot helper
Bump VFX API version
Use PrecacheSound to get sound handle
SoundFile class to grab properties from HSound
Remove p4 junk from map manifest
Hammer: Ignore bevel snap toggle if any of the edit boxes are in focus (so select all can be used in them)
Added failing hotload static primitive field test
Repros Facepunch/sbox-issues#1918
Fixed hotloading static fields of auto-skipped types
Fixes Facepunch/sbox-issues#1918
Add [Editor] attribute
Fix [Editor] attributes not taking priority over type matching
Use decibels in sounds instead of arbitrary distances
Fix gameresources not always compiling
Fix some sound decibels
Citizen: updated main FBX to fix bindpose warnings when importing back into 3ds Max
This updated file will be made available on the wiki shortly.
Split sound stacks
Use vmix_mixgraph_send
Fix byte alignment for transform buffer on AMD cards
fix instancing_legacy to support structured buffers
Set vertex layout for instance id as uint32 on c++
Change vTransformTextureUV to nInstanceTransformID
Citizen: updated skinning & triangulation; improvements for extreme wrist poses & volume preservation in elbows/kneecaps
https://files.facepunch.com/maxlebled/1b0611b1/citizen_v2_june22update.gif - the new file will also be available on the wiki shortly.
Convert angles to radians for Set Float (Per Particle) so degrees can be used in editor
Fix crash when previewing blend2d node and model recompiles
Better implementation for hiding model particles
Reenable constant buffers until I fix AMD driver bug
Revert shaders to be compatible with cbuffers
Flag that shaders should be compiled with cbuffers until amd fix
Make wind deacceleration popup
Move wind entity to C# & make wind work on particles
Squashed merge structured transform buffers
Cleanup
Use precision padding to make up for low precision upload to GPU, fix instancing padding on vr_lighting
Allow usage of VS_INPUT in geometry shaders
Add new shaders with new transform slot sequence strategy
Adjustments, refactoring, cleanups and new strategy to bind transform buffers
Rename BindTransformTextureAndInstanceIDBuffer to something friendlier
Use thread safe allocations for transforms, fix transform alignment
Temp disable multiview instancing combo to speed up compiles
remove F_UNLIT and F_DISABLE_TONE_MAPPING from Complex, unlikely to help
Trim complex a bit more
Yank the internal includes out of foliage shader, make it work in our API
Make Water compile with our new API, optimize it, have more accurate reflectance constant
Add USE_CUSTOM_SHADING flag to skip default combos
Make ToMaterialMultiblend compatible with our new API
Object compile of base shaders with structured buffers working as intended 🙏
Use MSAA friendly discard for foliage, cleanup
Object files for base addon shaders
No need for a mutex on AllocateTransforms
wooden crate - adjusted lod3 to reduce pop
Default material preview back to plane
No need for a mutex on AllocateTransforms
Use MSAA friendly discard for foliage, cleanup
Object files for base addon shaders
Yank the internal includes out of foliage shader, make it work in our API
Make Water compile with our new API, optimize it, have more accurate reflectance constant
Add USE_CUSTOM_SHADING flag to skip default combos
Make ToMaterialMultiblend compatible with our new API
Object compile of base shaders with structured buffers working as intended 🙏
Temp disable multiview instancing combo to speed up compiles
remove F_UNLIT and F_DISABLE_TONE_MAPPING from Complex, unlikely to help
Trim complex a bit more
Adjustments, refactoring, cleanups and new strategy to bind transform buffers
Rename BindTransformTextureAndInstanceIDBuffer to something friendlier
Use thread safe allocations for transforms, fix transform alignment
Revert "Improvements to Curve2D"
This reverts commit 58ee73dadf169938eb8ffc79b46a0f56ea4eabec.