241,441 Commits over 3,867 Days - 2.60cph!
Render each shadow separately, means we can have multiple drop shadows if we want
Move drop-shadow stuff into its own shader, makes sense to separate this out now
Minor tweaks + optimized compile for ui_filter and ui_dropshadow
Stop all sounds when leaving game(menu)
Load GameResources from menu filesystem (allows sounds to load)
We don't need to access the soundsystem via interfaces, we can live in the dll
Vintage Wall Clock Prop Prefab Setup
exported bear stand up anims ,rotate anims and edited run anim
New Beard + Adjustments to the zombie skin
Hitboxes added to zombie skin, plus a new WIP Beard, will have quite a few adjustments in the future, also needs skinning adjustments and morphs, currently is just static on the face.
bear controrller - added turn layer
added turn pose test, attack with translation
Multiple tests for mask, multiple filter modes, etc.
https://files.facepunch.com/alexguthrie/1b0511b1/sbox-dev_quSj9lxmDS.png
Shader cleanup + optimized compile
Failing test reproducing #1063
Fixed #1063
merge from main -> global_networked_bases
Combine identical SetBoxShadow and SetTextShadow functions into one
Drop shadow property
Drop shadow menu UI test
Initial rendering support for drop-shadow
https://files.facepunch.com/alexguthrie/1b0511b1/devenv_wIlk5l0DF3.mp4
Fix compile like this for now
Adding ModelConditionTest_Outside / ModelConditionTest_Inside
Adding placeholder conditional variants of shipping container floor for inside / outside
▅▉▄▍▇ ▊▋▊▊▍▄▍▍ ▋▊▌▍▊▇▌▆ ▌▌ ▄▋▅▋ ▉▌▆█
Games can define their own main menus
Added gmod_delete_temp_files, defaults to 1
Fixed a bug with WorkshopDL causing it sometimes to not work at all
Prevent "skill0.cfg" is missing warnings
Show default common binds
Delete Switch, add SwitchControl
Fix NRE on Api.TypeLayout when trying to view a namespace
Zombie Head Variation 02
https://files.facepunch.com/daniel/1b3011b1/sbox-dev_BN7EsqGgcy.mp4
https://files.facepunch.com/daniel/1b3011b1/chrome_uVsnZinHzp.png
https://files.facepunch.com/daniel/1b3011b1/sbox-dev_pgwwUWwijV.jpg
Another zombie variant, slight different head, should be great for creation multiple variations for hordes of zombies, rather than every zombie having the same face.
intruder alarms - metal bins
removed from core as they are now on asset party
Merge branch 'master' of sbox
Ship game templates from sboxgame/templates manually for now, need to consider about fetching from the repo soon
Muscley Citizen Skin (Work in Progress)
https://files.facepunch.com/daniel/1b0111b1/Photoshop_BTmDLMnH03.jpg
Initial asset for the Muscley Citizen. In need of some general adjustments and fixes. A more defined set of legs and hairy back coming ASAP.
As well as skin colour variations.
Fix skin material not being applied to SceneModel clothes
Networkable Component References (#1056)
* add componentid to IComponent
* make component id public - add internal findbyid method, add lookup dict for comp by id
* add/remove components from lookup where appropriate
* Add VarIComponent to support [Net] IComponent types
* Add replicate codegen
* VarIComponent -> VarEntityComponent, make ComponentId internal again, remove from IComponent interface. in Replicate..Component search for derived types from EntityComponent
* FindById should just return an EntityComponent now
FPArms: explicitly reject weapon_root from existing weightlists
FPArms: add notes on IKChain nodes
Soundscapes always transmit, should fix long initial delay
FPArms: fixed left arm IKchain
New Skin Variations for the Muscley body
Shadingmodel Declutter (#1041)
* Start cleaning up material and shadingapi
* Allow using functions inside of HLSL structs
https://i.imgur.com/t1AwQzr.png
* Replace all GatherMaterial bullshit with Material::From()
* Remove Material parameter references to things that aren't implemented yet, put TransformNormal in normals file
* Cut everything from ShadingModel too and let's start from a static class
* Redo light api on shaders, start implementing new dynamic light under this structure, move raytracing shit to it's own folder, add sample shadingmodel
* Allow structs in structs ( HLSL 2021 and forwards )
* Most of static light with the new api
* Fix shadowing on indexed lights on new light api
* Move shadingmodel structures to shadingmodel.hlsl
* Fix light static assignment for lighting api, fix shadowing for them too
* Stub for EnvironmentMapLight
* Implement cubemap light
* ShadingModelValve
* light.envmap.hlsl becomes light.environment.hlsl for better readability, add debug views to material api, CUSTOM_MATERIAL_INPUTS preprocessor
* AmbientLight
* Sane implementation atmospherics and debug vis postprocessing for shadingmodel api
* Finish debug vis, rename ShadingModelValve to ShadingModelStandard
* Start rewriting blendable with new api, port glass to new api
* Rewritten blendable shader
* Refactor remaining shaders to new shadingmodel api, fix shadergraph not working, readd procedural.hlsl for shadergraph but fix typo on title
Fix typo
Add Panel.DeletionToken
Merge branch 'master' into gamemenu
Failing test reproducing #1063
Scene additions for Matt. Pool, volumetrics volume.
Fixed extended UVSet support in Blend4Way
Add an option to start a game without a lobby first
string.WildcardMatch is case insensitive
Download `MenuResources` when entering the menu
Project editors for Resource paths and MenuResource paths
Turn file upload whitelist into a blacklist
merge from aiarena_animal_control
Updated shaders after Facepunch/sbox#1041
Can now control animal movement in AIArena - take control of an animal and left click to move it to the player's look position.
Added Animalbrain.States.MoveToPoint to move to raycast position memory.
Added Animal.ControlTest AI design, added it to all animals as second AI design.
Shadingmodel Declutter (#1041)
* Start cleaning up material and shadingapi
* Allow using functions inside of HLSL structs
https://i.imgur.com/t1AwQzr.png
* Replace all GatherMaterial bullshit with Material::From()
* Remove Material parameter references to things that aren't implemented yet, put TransformNormal in normals file
* Cut everything from ShadingModel too and let's start from a static class
* Redo light api on shaders, start implementing new dynamic light under this structure, move raytracing shit to it's own folder, add sample shadingmodel
* Allow structs in structs ( HLSL 2021 and forwards )
* Most of static light with the new api
* Fix shadowing on indexed lights on new light api
* Move shadingmodel structures to shadingmodel.hlsl
* Fix light static assignment for lighting api, fix shadowing for them too
* Stub for EnvironmentMapLight
* Implement cubemap light
* ShadingModelValve
* light.envmap.hlsl becomes light.environment.hlsl for better readability, add debug views to material api, CUSTOM_MATERIAL_INPUTS preprocessor
* AmbientLight
* Sane implementation atmospherics and debug vis postprocessing for shadingmodel api
* Finish debug vis, rename ShadingModelValve to ShadingModelStandard
* Start rewriting blendable with new api, port glass to new api
* Rewritten blendable shader
* Refactor remaining shaders to new shadingmodel api, fix shadergraph not working, readd procedural.hlsl for shadergraph but fix typo on title
Reset the environment before loading fallback menu
Menu differentiates between #local and packaged
Add reload button for local game menus
Leaderboard backup, run #3504
Cleanup & add control to move through a clothing's colors
Set default skins as children of skin1
Fix duplicates
Just use floats for poc, I can't believe how difficult it is to pass a R8G8B8A8 format attribute to a shader
Shader with all the vertex data
Clothing r/w changes (all in one commit so I can revert it if needed)
Temporary rough water masks
Allow fbx's into server bundles if they have import legacy animation enabled (fixes car lifts not animating on server)
Basic monitor UI for tugboat
Increase water consumption of sprinklers to better match the water being consumed in liquid containers