20,281 Commits over 1,522 Days - 0.56cph!
Updated blendshapetest model with full set of morphs/debug eye animation
Small tweaks to citizen skin textures to account for the face moving
Add sfm to the tools to rebuild after everything else
Upper body compositing now switches between 3 different weightlists based on a variety of conditional checks
This allows "action" animations (attacking, reloading) to properly fully take over the upper body, while simply running will let more of the underlying spine movement through, and being idle will let more of the idle noise through.
Add ModelBuilder.WithSurface to set collision surface property
Change ModelBuilder API so it uses a struct
finished street lamp parts lodding and phys creation and setup
All the various parts should now be fully lodded and physics shapes created
Merge branch 'master' of sbox
Fixes for Thai feedback on street lamps
Still need to fix a couple of things, but adding in for safe keeping.
Merge branch 'master' of sbox
Change PhysicsBuilder to a class
Meshes and physics meshes use signed indices because they're better to work with
Added * operator for BBox to scale but on the right branch this time
Added * operator support for BBox to scale it
Add Mesh.Bounds setter (bbox)
Remove all other shitty ways of creating models. Creating models is now done through Mesh and ModelBuilder
Check best msaa mode when creating textures with msaa
Can click exception warning to hide it
Mouse back/forward buttons can't click things
PreviouslyCreatedGame on home
Fix hotloading using older panel in PanelEvents
QuickPlay works
Stylesheets adhere to css specificity rules
Mesh.CreateVertexBuffer and Mesh.CreateIndexBuffer can optionally set initial data
PhysicsBuilder.AddMesh uses uint indices
Fix possible crash in ModelBuilder.Create
PhysicsBuilder.AddBox and PhysicsBuilder.AddHull now take a center and rotation instead of a transform because scale isn't used
Add some safety checks in CRenderMesh::DestroyBufferResources
New mesh API. Removed VertexBufferHandle and IndexBufferHandle. Creating and updating of buffers is now handled in the Mesh class
Animgraph checkpoint
Merge branch 'master' of sbox
Weapon delta sequences are now precomputed in ModelDoc to save on graph complexity and runtime cost
Fixed FGD double entity warnings
PhysicsBody.Sleep => Wake(). Sleep(), IsSleeping()
Merge branch 'master' of sbox
Show previously created games on home screen
Refactored GameInfo out, using package instead
Street lamp base and light unit physics shapes
Also adjusted naming convention for lod0 to match Thais asana post
Merge branch 'master' of sbox
Added PhysicsBody.Sleep property (Removed Wake())
Some autodocs for PhysicsBody/Group
func_physbox spawnflags work
street lamp light uni LODs
LOD setup for the light unit that forms part of the street lamp prefabs
street lamp open base lod
Lods for the open variant of the street lamp base
Merge branch 'master' of sbox
Fix stylesheets with more than 10 @imports triggering infinite loop detection
Menu home screen work
AnimGraph: Allow notes to be added to nodes https://files.facepunch.com/layla/1b1611b1/notes.mp4
Fix ModelEntity.CopyMaterialGroup
Added [UseTemplate] attribute
Switch stuff to use [UseTemplate] instead of SetTemplate( .. )
Updated street lamps and added prefabs
Prefabs for standard size, short medium and long arm and one tall long arm prefab
Merge branch 'master' of sbox
Adjusted street lamp prefabs
adjusted street lamp prefabs to use world offset rather than local.
Splitting GameLists
Add a bunch of UI sounds
Make playing sounds work in the menu
Set Prediction.FirstTime to true on themenu
Add Panel.PlaySound
Add custom css properties 'sound-in' and 'sound-out' (play a sound when rule matches or stops matching)
Navigator back/forward sounds
Button hover/press sounds
Group play buttons
Don't navigate to the current URL
Citizen animgraph updates with massive improvements
Conditional aim *and* IK disables on all holdtypes
New damping parameters on a new look/aim setup for weapon holdtypes
Separate damping and new look chains when not wielding a weapon
Weapon gestures now also composite a pelvis-only additive component
(and probably more that I forgot)
Merge branch 'master' of sbox
Disable unused particle function
Added ability to set default Model, Material Group, and BodyGoup when adding Hammer.Model property
WIP street lamps
LODs and final setup still to come but all the bits are in.
Merge branch 'master' of sbox
Add local addons as packages
Background Stuff
Added support for autogen of enums for fgds
Merge branch 'master' of github.com:Facepunch/sbox
Fixed formatting
Stack based back/forward
Navigator Variables
GameScreen, GameCreate uses navigator
Don't die if deleting panels creates errors
update WIP construct, fix nav, tweak tonemapping brightness
Merge branch 'master' of sbox
Add Panel.OnHotloaded
Call Panel.InitializeEvents on hotload, remove previously added events
Update current link when switching tabs
Fixed MouseBack, MouseForward UI events not doing shit
Navigator supports history back/forward
Template loading more error resistant
Settings page shell
PanelEvent system revamp