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22,418 Commits over 1,614 Days - 0.58cph!

3 Years Ago
OnPaintOverride returns a bool, determines whether to run base paint or not Fix org control not signalling change Flush bind system automatically on signalvaluechange Add addon publishing window
3 Years Ago
Don't write morphs if we failed to allocate memory
3 Years Ago
Don't exceed maximum view count on transform overflow
3 Years Ago
Add labels to level layer on post processing editor
3 Years Ago
Update shader object files
3 Years Ago
Don't force frame rate when recording movie
3 Years Ago
Fix obsolete override usage in particle entity Fix an animgraph related assert
3 Years Ago
Moved light animation code to C#
3 Years Ago
Add mat_recompileoutdatedshaders, recompiles shaders from previous ABI version
3 Years Ago
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
3 Years Ago
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
3 Years Ago
rebase fixups
3 Years Ago
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
3 Years Ago
Separate simulation inputs to prevent simulations stomping each other
3 Years Ago
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
3 Years Ago
Balaclava LOD3 fix Small fix to modeldoc and model for Balaclava's LODs.
3 Years Ago
Initial work on better curves
3 Years Ago
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
3 Years Ago
Better describe rationale when doing alignemnt adjustments when describing the transformation buffer to GPU
3 Years Ago
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
3 Years Ago
Rename ISound to VSound_t
3 Years Ago
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
3 Years Ago
Add CSfxTable refs for SoundFile, release them on loop end and exiting
3 Years Ago
Bail out of getting samples if we failed to load the source
3 Years Ago
Fixed some addon DLLs not getting watched Introduced by bb5359a20
3 Years Ago
Comments
3 Years Ago
Getting samples has to be async
3 Years Ago
Add ModelEntity.CopyMaterialOverrides, ModelEntity.CopyFrom
3 Years Ago
Match the same amount of transforms as valve
3 Years Ago
Fix multiview instancing adjustment offset with new transform code, add GetTransformDataForSlot helper Bump VFX API version
3 Years Ago
Use PrecacheSound to get sound handle
3 Years Ago
Add SoundFile.GetSamples
3 Years Ago
SoundFile class to grab properties from HSound
3 Years Ago
Remove p4 junk from map manifest
3 Years Ago
Hammer: Ignore bevel snap toggle if any of the edit boxes are in focus (so select all can be used in them)
3 Years Ago
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
3 Years Ago
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
3 Years Ago
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.
3 Years Ago
Split sound stacks Use vmix_mixgraph_send
3 Years Ago
Fix byte alignment for transform buffer on AMD cards
3 Years Ago
fix instancing_legacy to support structured buffers
3 Years Ago
Set vertex layout for instance id as uint32 on c++ Change vTransformTextureUV to nInstanceTransformID
3 Years Ago
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.
3 Years Ago
Convert angles to radians for Set Float (Per Particle) so degrees can be used in editor
3 Years Ago
Fix crash when previewing blend2d node and model recompiles
3 Years Ago
Better implementation for hiding model particles
3 Years Ago
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
3 Years Ago
Fix up amplitude
3 Years Ago
Make wind deacceleration popup
3 Years Ago
Move wind entity to C# & make wind work on particles