22,418 Commits over 1,614 Days - 0.58cph!
Citizen: separated some animation groups into their own prefabs
default_fov not a cheat (lets you have it set on servers) and also saves, games can force a fov still if they care
Remove device_dsound and device_xaudio2
Set SDL_AUDIODRIVER to directsound for pre windows 10 (dota does this so we probably should too)
Update SDL2 to v2.0.20 - Fixes dodgy audio with some sounds
updating materials, tweak scaffolding texture
Merge branch 'master' of sbox
Expire entity task in delete
Citizen/animgraph: added crouch skid (powersliding) + IK-based noise when skidding
(Powersliding is north-only for now.)
road signs - complete speed limits for round sign
Merge branch 'master' of sbox
Map Problems tab also checks path and path node entities
Removed duplicate break command tool code
Add MetaData for classes, turn it into native KV3
Add PropertyTypeOverride for MapVariable for some shit we really just can't derive from a C# Type
[Hammer.CanBeClientsideOnly] adds its variable
Add icon for state machine, show node icons in context menu
Convert CAddAnimNode to use output ids
Cleanup
Fix output nodes sometimes not secondary highlighting
Sort out the C++ side of fgdlib so we know wtf is going on, organize our C# interop nicer because of it.
* Split fgd file parsing away so we have more ownership of GameData and it's way less confusing.
* Classes, variables, globals are named properly e.g pGD -> g_pGameData (it got very confusing when pGD is a parameter name everywhere too)
* Document what GameData is & how we use it in s&box.
* Sort out code stink, unnecessary long compile times and remove some headers that haven't been used in the past couple of decades.
Add "point" and "solid" tags to applicable managed gamedata classes, Hammer likes to use these over the type for some things
Don't mix AssemblyLoadContexts, I've one this part all pretty wank need to revisit this bit later.
Implement Inputs and Outputs, the parameter types make more sense now and entity parameters should work now too.
Remove map entity related stuff we've already ported to our tools from FGDWriter
Don't award kills for killing yourself
Right click particle create option
Merge branch 'master' of sbox
New Clothing Piece! - Office Skirt
Office Skirt added, adjustment to colour of plastic slippers. LODs and further adjustments to Office Skirt's skinning soon.
Fix exception when generating thumbnails
Added RealTime.GlobalNow - like Now but should be in sync globally (and is a double)
RealTimeSince uses GlobalNow - so should stay in sync between server and clients
Merge branch 'master' of sbox
road signs - updated retro map and normals and added extra sign designs
Merge branch 'master' of sbox
Refactor water, allow for moveable surfaces
Add ripples simulation forces for moveable water
https://cdn.discordapp.com/attachments/834319259458994216/958656107813941258/sbox_0054.mp4
Allow base scoreboards to decide whether they should be open or not
Fixed FuncPhysbox health being reset to 0
Road signs - road sign parts, skins, and prefab
Merge branch 'master' of sbox
Clamp water xRes and yRes to not overflow dynamic vertex buffers, allows for water bodies of any size, revisit for env_sea
Fix reflection vector on simple reflections
Fix underwater caustics
Pass Time.Delta to shader parameters
Fix water collisions being wonky
Minor tweaks on water
Add surface roughness slider to water
Handle secondary highlighting of nodes that don't have a node instance (groups)
Get output node will skip other output nodes until it finds a legit node, allows chaining of groups
Reset the output id when removing connection
Fixed some broken core materials
Cleaned up asset tags to stop console spam on launch
Fixed outro animations not always playing
Store current server steamid in richpresence so friends can join
Remove opt disable, seems newer vs version fixed this
Create socket for client steamid too, when listen server
Don't throw error when joining game via lobby
Don't SpewAllClients when rejecting because server is full
Fix warnings in WaterSceneObject
Give warning if calling SetModel/Model in entity constructor
updated/added prefab, decal, materials, scaffolding kit, floor textures
Merge branch 'master' of sbox
AccessControl check remote packages in Hammer before loading them
GameData::AddClass sets the classes parent to itself properly
Copy editor helpers and tags to native GameData, add standard base properties "parentname", "local.origin" etc. (is there a reason these aren't just on the Entity class as normal properties?)
Implement property type overrides so I don't fuck up backwards compatibility, we can iterate on if these are needed later
Adjust Hammer.MetaDataAttribute to accept Lists for metadata & helpers, implement even more Hammer attributes (there are a lot..)
Hotload CachedUpgrader: it's okay if this is already in the replace cache it's gonna be the same instance
Update base fgd
New Clothing Piece - Sporty Slippers
We have some nice sporty slippers, integrated and will receive LODs ASAP. Will need to make fixes to the jean's length to cover hidden cut areas of the legs.
Early-out in OnOverrideAnimGraphChanged
Remove BaseViewModel.FieldOfView (is controlled by CameraSetup)
Load all entities from our local base addon dll
Make resource types on properties work properly, Texture Model etc. - handle Tags on map classes and start parsing [Input]
New Hair -Drawn on Eyebrows
For the people who shaved off their eyebrows! New quick eyebrow option, goes quite well with the bob-cut hairstyle.
Merge branch 'master' of sbox
Fixed listen servers not joinable
New Hair - Eyelashes!
We have beautiful new eyelashes!
Change root node to use input connection instead of child id
CAnimGraphFixedData::GetUpdateNode asks the node for the actual update node when output id is valid
Never add a update node for child nodes that have a valid output id (nodes connected to groups)
Cleanup
Try to update secondary highlights for group nodes
FidelityFX Super Resolution
Rework the resolution rescaler to use FSR instead of bilinear to provide a higher quality image when rescaling from a smaller resolution scale back to native
Merge pull request #182 from Facepunch/fsr-working
Implement Fidelity FX Super Resolution for resolution scaling
Better way of bypassing group nodes when creating update nodes but still not ideal
Check all nodes in graph when replacing node id references from copy paste, not just the ones in the current node manager