22,418 Commits over 1,614 Days - 0.58cph!
Add callback when dockwidget turns into window
Don't allow groups and subgraphs to be made with final pose node in selection
Don't set node bg to reset color, looks shit - need to make this fade out over time instead
Secondary highlighting now work in graphs and subgraphs (no highlighting of nodes that have no update nodes yet)
PropagateNetworkMode should now work across the whole graph
Keep a list of child update node locations in fixed data so we can grab them quickly without finding them each time
Make verbose DebugGetActiveNodes work again
Only get debug active nodes when tool scene text is visible, pointless to do otherwise
Add editor context functions for selecting items without a node path, most of the time it's not used
Remove debug log that isn't needed anymore
Go through fixed data to get node when initializing nodes for binding
Graph instance finds nodes with location instead of id, same with fixed data
resized mannequin textures from 4k to 2k
re-exported mannequin with max 4 bones per vert, moved to citizen folder, recompiled
wip mannequin model
wip mannequin model
Merge branch 'master' of sbox
Switch default material for steam audio to carpet to dampen reverb for the time being
Citizen/animgraph: Added *_02 attacks for pistol 2H/RH, with a much stronger recoil (fitting for e.g. big revolvers)
This is def wrong, seems I missed this one
Don't run pathing if we don't have a simulation scene
Delete old lightstyles code & some old entities
water_lod_control, light_s1, light_spot_s1, light_directional_s1, light_glspot
Sound file compilation settings (using meta file)
Replace Light Style stuff with curve based animations
https://files.facepunch.com/rubat/1b2711b1/sbox-dev_bNKNBF1Rsg.mp4
Can right click an image file in asset browser to create material file
https://files.facepunch.com/garry/ee17493c-8364-40dd-863b-0933edd426e0.png
Can right click a sound file to create a sound definition automatically
Remove steam audio completely & begin reimplementing newer version
Basic scene simulation, get direct simulation working
Sound path simulation
Begin work on probe batches & baking
steam audio builds successfully again
HRTF
HRTF
oops
Begin pathing simulation & processor
Begin pathing simulation & processor
Setup source & listener for pathing simulation
Finish up the pathing processor
Ambisonics calculator & Simplify effect creation
Abstract reflections for all differing reflection types
Delete some stuff so we can actually get a working in-game test
Delete some stuff so we can actually get a working in-game test
Fix pathing
Minor fixes
Switch to custom scene again, force occlusion mode for now cause it sounds better
https://files.facepunch.com/ognik/1b2411b1/2022-05-01_50-45-99995434-49c9-422b-8d03-98bb156be767-ej5mgPnd.mp4
Scene destructor
Reverb & change our default material so it's not as echoy
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Probe generation
Reverb baking
I forgot that I already implemented this lmao
Fix hammer steam audio scene generation, probe generation now works
Baked format versioning, reverb settings. Bump up baked settings from 8096 rays to
32768 as a default
Improve file validation & change header format slightly for futureproofing
Probe settings, better distinction between pathing & reverb
Path setting parser
Bake reverb to the new format now
Probe reading, corruption checking/testing, prevent old steam audio files from loading probes
Finish up probe batch serialization
Fix reverb bake using an incorrect source count
Path baking
Make steam audio compilation work again
Fix baking again, load bake data and use it if available
Make baked pathing work too
Fixup crash, no idea why I did this in the first place
Turn on optimisations again
Merge pull request #244 from Facepunch/steamaudio-update-v2
Update steam audio
AssetBrowser - update settings before dataset
Fix [ResourceType] change
Fix MethodDescription.Invoke being internal
Delete unused
Editor titlebar minimum size
Asset context menu is an event, easier to add to
Fix another vmix crash
Fix assert when creating new subgraph
Remove last remaining node id related functions from CAnimationGraph
Fixed fast texture tool being fucked
Node type comes before path
Include node location path in console logs
Implement GetTagCount and GetTagID for single frame nodes
Do all the same shit but for tags
Update parameter widget UI if we modify attribute of subgraph, we may have added new params when selecting subgraph so the UI needs updating
Add params from subgraph to main param list if they don't already exist
Add context menu item for delete param
Delete key can delete selected params
Add GetParamCount and GetParamID to nodes, this will be needed to see what params are referenced when subgraph saves
Implement these functions for CBlendAnimNode for now
Add a list of local params to subgraph
Scan through nodes of subgraph and save any params it uses
Fix subgraph manager not iterating subgraph hashtable correctly
Citizen/animgraph: added in-ducking additive & switched 1D Duck nodes to Spring 35/0/1000
This way, ducking will still have some smoothing even if the incoming duck float doesn't.
Citizen: fixed root_IK shifting slightly during landing
Merge branch 'master' of sbox
Revert "Fix console spam related to BasePathEntity post pain day 3"
This reverts commit 9c0ed5a486d7e77135fb16bad68db3792218ccda.
Add TraceResult.HitPosition same as EndPosition for rays, but for sweeps its going to be the contact point where as EndPosition should be how far the sweep got
New Outfit Piece! - Hawaiian Shirt
New Hawaiian Shirt for summer time! - LODs on there way soon. And some small fixes to the office blazer's skinning.
https://files.facepunch.com/daniel/1b2611b1/Photoshop_JyaToMg2ls.jpg
Fixed hotloading concurrent containers
EntityManager.OnHotloaded safety
Handle entities being added / removed during the event.
Remove steam audio completely & begin reimplementing newer version
Basic scene simulation, get direct simulation working
Sound path simulation
Begin work on probe batches & baking
steam audio builds successfully again
HRTF
HRTF
oops
Begin pathing simulation & processor
Begin pathing simulation & processor
Setup source & listener for pathing simulation
Finish up the pathing processor
Ambisonics calculator & Simplify effect creation
Abstract reflections for all differing reflection types
Delete some stuff so we can actually get a working in-game test
Delete some stuff so we can actually get a working in-game test
Fix pathing
Minor fixes
Switch to custom scene again, force occlusion mode for now cause it sounds better
https://files.facepunch.com/ognik/1b2411b1/2022-05-01_50-45-99995434-49c9-422b-8d03-98bb156be767-ej5mgPnd.mp4
Scene destructor
Reverb & change our default material so it's not as echoy
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Start setting up wrappers for probe baking & fix more compilation errors for hammer baking
Probe generation
Reverb baking
I forgot that I already implemented this lmao
Fix hammer steam audio scene generation, probe generation now works
Baked format versioning, reverb settings. Bump up baked settings from 8096 rays to
32768 as a default
Improve file validation & change header format slightly for futureproofing
Probe settings, better distinction between pathing & reverb
Path setting parser
Bake reverb to the new format now
Probe reading, corruption checking/testing, prevent old steam audio files from loading probes
Finish up probe batch serialization
Fix reverb bake using an incorrect source count
Path baking
Make steam audio compilation work again
Fix baking again, load bake data and use it if available
Make baked pathing work too
Fixup crash, no idea why I did this in the first place
Turn on optimisations again
Turn on optimisations again
Refactor and detangle instancing and transform buffer shaders, makes much better use of hlsl SIMD
Remove unused EXTRA_SHADERDATA_TINTRGBA32, some other unused methods