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

3 Years Ago
Add callback when dockwidget turns into window
3 Years Ago
Don't allow groups and subgraphs to be made with final pose node in selection
3 Years Ago
Don't set node bg to reset color, looks shit - need to make this fade out over time instead
3 Years Ago
Secondary highlighting now work in graphs and subgraphs (no highlighting of nodes that have no update nodes yet)
3 Years Ago
PropagateNetworkMode should now work across the whole graph
3 Years Ago
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
3 Years Ago
Add editor context functions for selecting items without a node path, most of the time it's not used
3 Years Ago
Remove debug log that isn't needed anymore
3 Years Ago
Go through fixed data to get node when initializing nodes for binding
3 Years Ago
Graph instance finds nodes with location instead of id, same with fixed data
3 Years Ago
resized mannequin textures from 4k to 2k
3 Years Ago
re-exported mannequin with max 4 bones per vert, moved to citizen folder, recompiled
3 Years Ago
wip mannequin model wip mannequin model Merge branch 'master' of sbox
3 Years Ago
Switch default material for steam audio to carpet to dampen reverb for the time being
3 Years Ago
Floating scrollbars
3 Years Ago
Citizen/animgraph: Added *_02 attacks for pistol 2H/RH, with a much stronger recoil (fitting for e.g. big revolvers)
3 Years Ago
This is def wrong, seems I missed this one
3 Years Ago
Don't run pathing if we don't have a simulation scene
3 Years Ago
Delete old lightstyles code & some old entities water_lod_control, light_s1, light_spot_s1, light_directional_s1, light_glspot
3 Years Ago
Sound file compilation settings (using meta file)
3 Years Ago
Replace Light Style stuff with curve based animations https://files.facepunch.com/rubat/1b2711b1/sbox-dev_bNKNBF1Rsg.mp4
3 Years Ago
Can right click an image file in asset browser to create material file https://files.facepunch.com/garry/ee17493c-8364-40dd-863b-0933edd426e0.png
3 Years Ago
Reduce rays & bounces
3 Years Ago
Can right click a sound file to create a sound definition automatically
3 Years Ago
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
3 Years Ago
AssetBrowser - update settings before dataset Fix [ResourceType] change
3 Years Ago
Fix MethodDescription.Invoke being internal
3 Years Ago
Delete unused Editor titlebar minimum size Asset context menu is an event, easier to add to Fix another vmix crash
3 Years Ago
Fix assert when creating new subgraph
3 Years Ago
Remove last remaining node id related functions from CAnimationGraph
3 Years Ago
Fixed fast texture tool being fucked
3 Years Ago
Node type comes before path
3 Years Ago
Include node location path in console logs
3 Years Ago
Implement GetTagCount and GetTagID for single frame nodes
3 Years Ago
Do all the same shit but for tags
3 Years Ago
Update parameter widget UI if we modify attribute of subgraph, we may have added new params when selecting subgraph so the UI needs updating
3 Years Ago
Add params from subgraph to main param list if they don't already exist
3 Years Ago
Fix toolbar flickering
3 Years Ago
Add context menu item for delete param Delete key can delete selected params
3 Years Ago
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
3 Years Ago
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.
3 Years Ago
Citizen: fixed root_IK shifting slightly during landing Merge branch 'master' of sbox
3 Years Ago
Revert "Fix console spam related to BasePathEntity post pain day 3" This reverts commit 9c0ed5a486d7e77135fb16bad68db3792218ccda.
3 Years Ago
VPC and jolt src
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Fixed hotloading concurrent containers EntityManager.OnHotloaded safety Handle entities being added / removed during the event.
3 Years Ago
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
3 Years Ago
Turn on optimisations again
3 Years Ago
Refactor and detangle instancing and transform buffer shaders, makes much better use of hlsl SIMD Remove unused EXTRA_SHADERDATA_TINTRGBA32, some other unused methods