3 Years Ago
Better implementation of vh, vw, vmin, vmax
GenericGameData fgd autogen
Delete IModelGameData, Add ModelDoc.GenericGameData Attribute
PushRootLength & cleanup font scaling
Simplify to YogaValue.Point
Move door_sounds modelgamedata to c#
Move prop_data to c#
Update models_gamedata.fgd
Move explosion_behavior to c#
More strict usage for AutoGenerate, FGDType and BitFlags attributes
Classes can dictate their own FGD type via FGDTypeAttribute
(So you don't have to put the attribute on every property every time)
Rename ParticleAttachment fields to be consistent
FGDWriter can output classes as "choices" selector in tools
This is a workaround to be able to use strings as data in fgd choices type, which c# enums do not allow.
Move 'particle' (particles_list) modelgamedata to c#
Cleanup
Fix Model.GetData<>() not working with structs
ModelBreakPiece works with Model.GetData<>()
Obsolete Model.GetJson, GetData(str), HasData(str)
Update ModelExtension.cs
FGDWriter can use ComponentModel.DisplayName & JsonPropertyName Attributes
ComponentModel.DisplayName replacing Property.Title
JsonPropertyName replacing Property.Name
If a class as no properties with [Property] attribute, all properties will be exported to .fgd
Delete ParticleAttachmentType
Switch ModelGameData back to JSON for deserialization
Update BasePathNode.cs
Remove no longer needed interop methods
Fix missing 'using' in FGDWriter
Added Model.TryGetData<>
Hammer: Fix RT baked lighting preview
Temp disable multiview rendering to fix VR rendering until we fix VR shaders
Fix build
Merge pull request #71 from Facepunch/vh-vw3
Better implementation of vh, vw, vmin, vmax
MaterialEditor: Add shader name filter to shader select window https://files.facepunch.com/layla/1b3011b1/rX2gBhg9xh_Trim.mp4
Citizen/animgraph: VR fully overrides arms + voice float + etc.
Hook up client voice level to standard player animator
Citizen/animgraph: unhooked new Choice node as it's causing a strange, menu-only animation playback bug
Remove TextShadow material & shader
Update skia
Draw TextShadow as part of the text render
Relocate thirdparty dlls
Add css text-stroke-width, text-stroke-color (borderline standard)
Fix NRE in NavigatorPanel
Placeholder for generating label textures in background, need to handle -r_max_device_threads errors though
Hammer: Add Export Encoding option like dota hammer has (defaults to binary) https://files.facepunch.com/layla/1b3011b1/sbox_IOAvqzZWdo.png
Don't allow ExplicitLayout structs
TextStroke cascades
Fix text shadow offset being wrong
Tweak leaderboard styles
Fix empty lobby list growing forever
Glass refraction shader
https://files.facepunch.com/ognik/1b3111b1/2021-10-02_59-43-2beec8f1-334a-4df6-af4c-af0b53d4dc0c-fM2vuVbJ.mp4
If text-stroke-color is not set default to color
Add `text-stroke <length> <color>` shorthand
NetRead.ReadObject: read floats correctly
Fix tools_sprite properly instead of a workaround, fixes rendering them in material editor
Fix locale on CQSliderControl
Allow static array initializers
Account for viewport offset for glass refraction
Add emission boost slider to glass
Added glass zoom, added transparency to glass, improved viewport offset, added glass blur
https://files.facepunch.com/ognik/1b3111b1/2021-10-23_47-35-9fb418c6-5735-4570-a124-9c535f6056a2-jGHbEtdN.mp4
Don't blur out the glass color
Fix crash when trying to reload surface assets when there's no physics world
Only trigger warning once if we are using an unsupported VR controller
Refactor shaders to fix VR
Fix typo
Add opaqueness slider to glass, opacity scale now works, hide framebuffer in tool view
Ability to add a dirt/overlay to glass
Adjust timeout limit for shader ci job
low wooden fence - ao fix and collision fix
Merge branch 'master' of sbox
Allow color/model tint to work in glass
Add SceneObject.WantsFrameBufferCopy
Added documentation for SceneObj.WantsFrameBufferCopy
FGDTypeAttribute can now provide choices to fgd properties
Attribute suffix for ModelDoc attributes
security shutters - changed painted roller curtain to reduce visual noise on mask
Merge branch 'master' of sbox
Fix recent changes
Add PhysicsGroup.Bodies and PhysicsWorld.Bodies
Add PhysicsGroup.Joints and PhysicsBody.Shapes
Compile tools_encode_environment_map.vfx
security shutter - removed edge bevel on sides - added back faces to curtain rather than backface shader
Merge branch 'master' of sbox
Security shutter - fixed painted skin having wrong metal map assigned
Compile shaders hammer is complaining about
Make ParticleAttachment public
Hammer.Skip works for enum fields
Engine's string to particleattachment type supports string numbers
Model.GetData<>() supports deserializing to enums
ModelParticle class uses ParticleAttachment enum
Merge ModelDoc.ListAttribute into ModelDoc.GenericGameData, and rename it to ModelDoc.GameData
Demote Model.TryToGetData()'s error to a warning
Update base_modeldata.fgd
wooden fences - possible fix for player shape getting stuck on edge of col shape
Merge branch 'master' of sbox
Add timeout-minutes to the core job descriptor as well
Set TransmitType.Always in GameBase
Fix newlines rendering as a square in dropshadows
security shutter- fixed tiling not working
Merge branch 'master' of sbox
Merge pull request #75 from Facepunch/modeldoc-fgdgen
Basic FGD Autogen for ModelDoc
Update base.fgd
Cleanup FGDWriter
Make Hammer.Skip for entities not inherited
ModelDoc: Proper previews for compiled GenericGameData nodes
Fix shaders
Add Package.CanEdit
Multiline TextEntry
Can change game's name and description
Tweak TextEntry up/down when multiline
Introduce TextureBuilder.WithUAVBinding()
Allows compute shaders to use textures
Dont automatically set vr_multiview_instancing and disable forcing it off
Fix Texture3D, TextureArray and TextureCube not actually being their respective texture types
Fixed a minor issue with ModelDoc GameData previews
CMapListService no longer returns _bakeresourcecache.vpks in the list
Fixes _bakeresourcecache files appearing in ModelDoc's preview map selector, possibly other places too
Flag old envmap indices as unused
Fixed cached attachment transforms not updating for a frame or two around entity creation
Fixes single-fire particles in Entity.ClientSpawn attached to an entity attachment spawning at map origin
Fixed ModelDoc particle previews ignoring Attachment Offset
ModelDoc: Hide translation/rotation gizmo from 'box' helper when they aren't functional
Fix text rendering not snapping correctly to pixels again
split off lamp_post_pole_brachet_01 from its ring, made ring new model, set pivot on lamp_post_door to nearer the mesh, re-added to hammer lamp_post_combined file
Fix tonemap scale and bloom for scene renders
Add List overload for CreateVertexBuffer, CreateIndexBuffer, SetVertexBufferData, SetIndexBufferData
Update Cylinder helper rendering in ModelDoc
Added various ModelDoc markup attributes for ModelDoc GameData nodes
ModelDoc.Axis
ModelDoc.Box
ModelDoc.Sphere
ModelDoc.Capsule
ModelDoc.Cylinder
Add Mesh.SetVertexBufferSize, essentially reallocating a new vertex buffer
Add Mesh.SetIndexBufferSize
Add Mesh.HasVertexBuffer, Mesh.HasIndexBuffer
Low wooden fence - adjusting collision sizing and removing unneeded beam
Metal fence and gate - collision shape adjustments
Add bloom for panels, make panels render with HDR for now
Merge branch 'master' of sbox
Add Mesh.VertexCount and Mesh.IndexCount
Lag Compensation (#79)
Implemented options for lag compensation
UseLagCompensation instead of WithLagCompensation
Added mechanism for aborting tasks that persist between game sessions
Disable lag comp on base weapon
Fix FinishLagCompensation being called in the engine even when no lag compensation was started
Merge branch 'master' into devmenu
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