549 Commits over 396 Days - 0.06cph!
More patterns
Stomp active patterns when using raw access API
Docs, allow length scaling
Approach this differently: let's just do a bunch of preset patterns and allow them to be scaled
Remove stuff that we're not using now
More patterns (though defining these in code feels silly)
Apply scales, clean up
Better & simpler motor control
Impulse trigger preview
Haptic editor - Play -> Preview
Motor frequency emulation
Remove unused
PWM fixes
Initial
Improve API, add targets (left/right motor, left/right trigger)
Fix build (we don't support "display: inline", not sure if this was done on purpose?)
Improved style parser errors (sbox-issues/issues/4541)
https://files.facepunch.com/alexguthrie/1b2911b1/sbox-dev_vMdiBVFnHU.png
Don't clear all attributes when popping a layer
Preserve everything (so we keep scissor attributes etc)
Fixes sbox-issues/issues/4971.
Correct text-decoration thickness default value
programmer art car
new camera
Separate car rear/front wheel grip tuning
Update dev scene
Clear dirty framebuffer region when popping a UI layer
sbox/issues/1461
Add RenderAttributes.GetMatrix
Save off and restore clipping values before/after drawing box shadows
Should fix sbox/issues/1453
Remove log
Add support for CSS `font-smooth`
https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_oYg0ytkmSm.png
Implement calc for CSS, make it so that dynamic units (vw/vh/expressions/etc.) all update correctly
https://files.facepunch.com/alexguthrie/1b1911b1/sbox-dev_ADiqfZ9hI2.png
For sbox/issues/421, sbox-issues/issues/4753, sbox-issues/issues/723
Stomp cursor delta if we're locking to canvas in scene view, should hopefully prevent camera going wild when wrapping?
Add support for editor pixmap cursors from managed, use it for custom eye cursor inside scene view
Add margin to LockCursorToCanvas, clean up
Tidy up AfterUI render stage and use that for after-UI post-processing effects, rename to `AddHookAfterUI`
Add `CameraComponent.AddHookAfterOverlay`, supports running post-processing effects after UI is drawn
Show mouse cursors inside scene view, wrap them to canvas rather than locking to center, panning follows same direction as other engines
If you preferred the previous panning behaviour there's an option for inverting it
https://files.facepunch.com/alexguthrie/1b3111b1/sbox_MUEzCxyWs7.mp4
Scene view orbit camera: account for mouse X axis, add invert options to editor preferences
sbox-issues/issues/4663
DoF doesn't need to grab depth buffer, we can use the depth prepass (thanks Matt)
Don't need to grab depth for any other post processing effects either (because they don't use them)
Compile shaders
Undo changes to Graphics.GrabDepthTexture to avoid problems
Correctly resolve textures fetched from Graphics.GrabDepthTexture
DOF uses DepthBuffer texture again + clean up a bit
Update DOF post-processing to use new Depth::GetNormalized() instead of accessing non-existent texture
Update editor play button when using F5 hotkey
sbox-issues/issues/4529
Add button to open code editor if we fail to load a project
test wheel collider component
Suspension correctly uses wheel velocity rather than car velocity
Suspension adjustments
Don't apply tire smoke in air
Give orbit camera a height property
UI: optimal gradient width prefers background size if specified
UI: improve gradients by calculating an optimal width for gradient textures
Adjust handling
Basic downforce + more handling tweaks
Basic tire smoke
Abstract shared car stuff into a BaseCarComponent
Re-compile ui backdrop filter shader w/ SPIR-V block
VR: fix LOD rendering, remove bVr from CFrustum::ComputeScreenSize
VR: Fix VROverlay xml comment
VR: Fix vulkan submit, submit depth texture to compositor
VR: Update overlays from the render thread, because SetOverlayTexture might touch vulkan queue
Forward InputData and VROverlay through to Sandbox.Game to preserve compatibility
VR: Minor VROverlay cleanup
Fix multiple box-shadow parsing (oops)
UI box / shadow / filter shader recompile
CSS box-shadow inset implementation
https://files.facepunch.com/alexguthrie/1b2311b1/sbox_QVsBt34bNx.png
sbox-issues/issues/3649
Correctly preserve worldpanel combo when popping UI layers
Almost fixes worldpanel filters, but there's still some issues with depth
Worldpanel backdrop filters correctly sample from the framebuffer
https://files.facepunch.com/alexguthrie/1b2211b1/sbox_SEP7KjTrRh.png
For sbox-issues/issues/3520
Initial experiment to see if we can turn shaders into a normal compiled resource
Clean up
Always spew info for now
Don't need ShaderHooks stuff anymore
We will need another way to selectively compile in fast mode in future
Remove useless asserts
Motion blur post-processing component
Color adjustments post-processing component (saturation, hue rotate, brightness, contrast)
Blur post-processing component
Adjust new post-process component orders
Remove unused attributes & clean up post-processing shaders
Don't stomp sceneobject flags if passed an invalid override material
Fixes glass etc.
sbox-issues/issues/4461
Only run DXT compute on platforms with full support
Re-add DXT compute staging texture for platforms that don't support block texel views (dx11)
Allocate output & intermediate textures right before dispatching DXT compute
Minor fix for GetMemRequired call, was giving it the wrong parameters 🤦♂️
Re-write dxt compute upload/read to not crash
Run DXT5 on CPU for mips > 1 until I can figure out why this isn't working
VR: Don't crash inside ControllerTypeFromString if we weren't able to fetch an index for the device
Blur LineEdit on escape pressed
sbox-issues/issues/4438
Only change ident field inside project creator window if necessary
Fixes sbox-issues/issues/4433