Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr
Added EntityManager.CleanUpMap( filter )
Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup]
Added EntityManager.DefaultCleanupFilter
Fixed selfillum bleeding on studio light projector
Animgraph: Allow zooming while dragging a connection
Make IgnoreAssetDirectory more robust so it doesn't ignore folders like "objects" because it has "obj" in the string
true & false are now valid values for convars
Add ability to toggle SDF reflections in the settings menu
Rebuild sbox_glass, recompile glass material
Use a better cvar name for reflections
Add archive flag
Add video setting for water ripples
GameTask.CompletedTask and GameTask.FromResult<T>
Add generic return type to GameTask.FromResult
Hammer: Add zooming and panning to fast texture tool so it's a bit more usable https://files.facepunch.com/layla/1b1211b1/sbox_TQOriGr5yY.mp4
updated prefab, textures/materials
updated door prefabs, added nav blocker to some existing breakable (created new ones), added parameter to cctv/projector prefab
glass material/texture pass
added pebble alpha trim
fixed normal on riverbed texture
Merge branch 'master' of sbox
Hammer: Experimental support for baking tilemeshes when exporting selected object to model https://files.facepunch.com/layla/1b1311b1/sbox_TgbMC0BNya.mp4
Set additive blending feature to be in the correct section, allow features.minimal to be compiled again
model/ prefab update for breakable/navblock
Initial resolution scaler
Cleanup resolution rescaler
Recompile passthrough shader
Merge pull request #172 from Facepunch/internal-res
Preliminary internal resolution scaling
new wheely bin files and prefab
Exposed hotload skip attrib and callback interfaces
Deleted empty INotice.cs
Added cl_hotload_log and sv_hotload_log console vars
Fixed possible NRE when setting up console vars
SkipHotloadAttribute now supports properties
Fixed hotload test assemblies having wrong package ID
Replaced hotload callback interfaces with IHotloadManaged
Destroyed() returns a state dictionary that is passed to Created() in the new instance
Don't let Hotload see some sensitive fields
IHotloadManaged.Destroyed() now passes in a dictionary ready for use
Rename m_SboxCleanupFilterCallback
Remove duplicate code
FPArms: added raise/deploy anim for punching, updated right hit 01
Get the parameters from shared standard ps code in sbox_pixel, dont include the shared standard ps code include into it
Pass selfillum to material helper
Refactor how mixed baked lights are calculated to later support multiple lights at once
Removed unused lightbinner that was mostly just duplicated code
Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup
Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once
Up our shader ABI, document changes, and rename elements of that enum to better clarify
Make lighting data structure from shader match what's on cpu side
Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows
Security light - adjusted col and added new emissive map
Pass number of mixed cascades to shader
Naive shadow atlas downsampling test
Merge branch 'master' of sbox
Consider mixed light shadows for atlas downsampler too
Add cvar to maximum mixed light shadows, make a lot of this clientside
Add option to render mixed shadows only on viewmodels
Fix self shadowing on dynamic objects with mixed shadows
Add helper method to get the wanted shadow sampler given the context, clean up code
Pass viewmodel shadow sampler on the shader side
Viewmodel shadows on mixed shadows 🙏
Cleanup lightcomponent, reenable shadow fading
Remove unnecessary debug pragmas
Security light - git #176
FPArms: made punch hits snappier (approx. 200ms to hit now), separated punching anims into their own vmdl prefab
Removed majority of legacy entities
Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them
Iron fence - col shape tweak
Merge branch 'master' of sbox
Only update material preview for fast texture tool on activate, see if that fixes crashes
Completely remove cs_mdl_import util
Remove the other source mdl import code from modeldoc utils
Remove unused devtool python scripts (source1_port_scripts, source2_reintegrate_main)
Remove tools/txtedit
Remove utils/workshopcfg
Remove mdllib
ModelDoc: Only begin lasso if cursor is inside scene widget
Convert bound computation for model builder to use SIMD
tweaking breakable/ prefabs
Merge branch 'master' of sbox
Update ci.yml
Remove all version control code from tools
Security light - prefab and mount tweak
Merge branch 'master' of sbox
Security light - col tweak
Security light - prefab
CCTV - fix for texture, added cover to hole on mount, adjusted mount pos
Wheely bin polish
Improved collision accuracy on wheely bin
Reduced symmetry 'rorsaching' along seams, less noisy textures
Dirt pass inside
Reduced textures to correct texel ratio
tweak wheely bin collision/prefab
Merge pull request #173 from Facepunch/map-cleanup
Map cleanup functionality
Removed the original respawn_entities console command
Convert "Check for map problems" dialog to a dock widget
It is also now less crash prone.
https://files.facepunch.com/rubat/1b1511b1/o1yfvnAXGW.png
Map Problems detects missing entity classes
Update core shaders for light rework
Update base addon-level shaders with the light rework changes
https://i.imgur.com/cSffiRg.jpeg
Merge pull request #177 from Facepunch/light-rework-rebase
Light rework
Fix crash in fast texture tool, RenderThumbnailForAsset doesn't seem to like large sizes, just half it when over 2048
Ensure fast texture tool doesn't render thumbnail above 2048
Remove splitscreen from engine and all the hacky shit that went along with it
* Input config now handled in InputService instead of SplitScreenService
* Remove split client connects / channels from networksystem
* Remove all remaining references to CSplitScreenSlot
Remove c++ engine camera manager from dota, we do cameras entirely in C# managed already anyway
Delete c++ flashlight code
Remove a bunch of vgui HUD stuff
Delete achievements manager from C++, when we add achievements it'll be easier to do in C# with Steamworks
Remove more unused convars specific to hl2, cs, etc.
Restore host_writeconfig which was hidden away in splitscreen service 🥴
Drop `name` convar that was really just a wrapped steamworks GetFriendPersonaName() call - replace with a cached GetPersonaName()
send playername in connect protobuf, was previously wrapped in a splitscreen message
Try just making fast texture tool render preview at 256, RenderThumbnailForAsset crashes seems to vary
oops
Remove old model editor code
Fix some issues with Steam Input glyphs reflected in upcoming Steam Client update
* Glyph sizes for medium and large glyphs changed 64 => 128, 128 => 256.
* Glyph style modifiers now work properly with the source files from Steam.
* Added `steaminput_glyph_forceresize` cvar (default on), some of the styled glyphs are still the wrong size on Steam's end, so cvar so we know when it's safe to remove this hack.
* Added `steaminput_glyph_forcetype` cvar, you can test what your game looks like with different controller types easily.
FPArms: punching right miss anim
Fix resolution scaling with water refractions & reflections
Fix resolution scaling with water refractions & reflections
Aircon - fix for git 178
Merge branch 'master' of sbox
Long Sleeve Jacket Intergrated
Some Character Art! How exciting? Will still need LODs, which will be worked on shortly.
Scaleandmirror modifier fix to Long Sleeve
Quick fix! Needed a scaleandmirror modifier which I was told now about!
Completely remove p4lib and p4api, cya
Make rich presence work again so it shows the game title instead of "Game" for every game
street lights - git 76
Merge branch 'master' of sbox
Add basic sys/gpu mem usage to editor status bar to help identify if we have vram leaks
Completely remove vscript, cya
Remove fog of war code
Long Sleeve Jacket - LODs implemented
We've got LODs now for the Funnel Jacket!
street lamp - adjusted origin of light unit
Merge branch 'master' of sbox
Merge branch 'master' into sceneobject2
Merge fixes