3,086 Commits over 1,552 Days - 0.08cph!
ShaderGraph: Add cut copy paste to menu bar with shortcuts, update some icons
Use float input types for A B condition
ShaderGraph: Add logic branch node https://files.facepunch.com/layla/1b2111b1/sbox_GI8JVTw3P2.mp4
Start adding descriptions to nodes
ShaderGraph: Add node palette to drag drop nodes for when you don't want to do it through context menu https://files.facepunch.com/layla/1b2111b1/sbox_NfxUj4Ingn.mp4
Add break out rgba components to texture node
ShaderGraph: Add blend mode (opaque, masked and translucent for now) https://files.facepunch.com/layla/1b2111b1/sbox_VJTYyS7fZp.mp4
ShaderGraph: Create only unique sampler states instead of one per texture so we don't use them up
Lerp node fraction default 0.5
ShaderGraph: Crunch down graph serialization to make it better to share graphs
Don't bother compiling if nothing is plugged into result node
ShaderGraph: Add result node on new session
Center graph view on new sessions
Add image format to texture node (only common formats)
Add color space setting to texture node
Initial support for named constants
Update ui node when a property of node updates so it gets a repaint
Change title of texture coord node to show if it's secondary uv
ShaderGraph: Make lerp node instantly update default fraction and min max it
ShaderGraph: Refactor and comment compiler so I don't completely hate it
ShaderGraph: Multiply the throbber by widget dpi scale to hopefully fix it for some people with different dpi
ShaderGraph: bit of cleanup
ShaderGraph: Default color node to white
ColorProperty color picker calls ConstrainToScreen so it doesn't spill outside the window (yay)
ShaderGraph: Fix implicit truncation of vector type in TileAndOffset
ShaderGraph: Cut down on repeated code in compiler
ShaderGraph: Fix mistakes in ResultWithAttribute
ShaderGraph: Fix attributes not being reapplied on tool hotload
ShaderGraph: Fix time node not displaying current time in properties inspector
ShaderGraph: Generate attributes for constant values (only for preview) so they can be updated instantly https://files.facepunch.com/layla/1b1811b1/sbox-dev_lLYq9OwagD.mp4
ShaderGraph: Fix shader compile error trying to set material input to float2
ShaderGraph: Add secondary coord and tiling options to texture coordinate node
Warn when trying to save outside of search paths instead of NRE
ShaderGraph: Add subtract node
ShaderGraph (#807)
Merge Shader Graph https://files.facepunch.com/layla/1b1711b1/sbox-dev_Z6Mk0xaaSB.png
Start and stop snd_event_alignedbox sounds based on range, we only want to play sounds that can be heard
Fix scene model flex overrides not being properly initialized
Add abstract AnimationSequence API that both animated entity and scene model can use
Implement AnimationSequence for scene model
Add animation picker to assetpreview to test API (if we want to keep it) https://files.facepunch.com/layla/1b1411b1/sbox_uS7rxaNYTg.mp4
Revert test
TypeForwardedTo AnimationSequence (hopefully fix managed test failing)
Sfm: Allow work cameras to have independent resolutions
Log full path of video recording
Modeldoc: Fix create new animgraph dir having double addon name in path
decouple vertex and index buffers from mesh, mostly so I can use them in standalone app test
draw a quad with shaders in standalone app test
Add toolbar button to reset all parameters to their default values
Animgraph: Save and restore param values between preview sessions https://files.facepunch.com/layla/1b0911b1/sbox-dev_oZhQGlqC9a.mp4
Bump up modeldoc physics substeps to 4
Fix crash getting flex overrides
Add r_albedo_chart and add as bindable command in hammer
ModelDoc: Fix crashes in breakpiece helper
Add AnimationGraph.GetParameter (from name)