14,047 Commits over 1,583 Days - 0.37cph!
Delete water ripple on water destroy, fixes #3788
Add utility for playing sound at time (for tools)
Add sound options to meta for sample rate and compression
Rework scene model morph overrides to crossfade with animation morphs
Update viseme editor for morph changes
Add sound editor with properties and simple phoneme editor https://files.facepunch.com/layla/1b0611b1/sbox_yzDLkXR34E.png
Revert "Compiled complex with parallax fixes"
This reverts commit 02e13ee057b7394fe7831e732d6eff6f4621b7a5.
Compiled complex with parallax fixes
Don't offset shadow position by parallax, causes problems when shadowing lights in parallel angles to the surface sboxgame/issues/issues/3349
FPArms: minor cleanup in punching animgraph
Fix black borders on viewmodel ao when changing resolution and add thickness factor for back tracing
New Outfit! - Scifi Trooper Armour
A bunch of bits to adjust and add, plus some LODs and an overall pass of the skinning. But throwing this up to get the feels out for it.
Will be making more coloured variations asap!
https://files.facepunch.com/daniel/1b0411b1/Photoshop_sR6TZHxbuI.jpg
https://files.facepunch.com/daniel/1b0411b1/sbox-dev_ktVxnsPGzZ.gif
Default to using opposite value inside BaseStyles.Lerp functions if a value is null
PanelTransform.Lerp will handle null for us, we don't need to do it inside BaseStyles.Lerp
Pull Styles.FromLerp up to BaseStyles, auto-generate for all properties matching select types
Add auto-generated BaseStyles.LerpProperty
Update transition logic to use new auto-generated functions
Handle box-shadow transitions / animations separately for now
Make sure CPipelineCacheManagerVulkan::PreShutdown() is called
Vulkan: Stylistic code updates, make diffs easier
Hammer: Remove legacy asset browser 👋
Fix 4 way blend on blendable
Screen-Space Reflections (#736)
Use margin for package selector modal so you can click out of it
Fixed AE_CL_PLAYSOUND anim events not playing for non-networked client-only entities
Revert "Fix AddBlitTextureToTargetLayer not blitting correctly if dimensions are different"
This reverts commit 076e225cae9b15bffce9a6c45e37a4ec49cb89b4.
RenderTools::Draw don't reset the bound transform, but make sure it's set in CManagedRenderLayer before passing to UI.. Not great solution overall
Fix MapSelectionButton NRE
FriendCount only counts people playing the game
Don't try to inject razor file error locations unless we're the game
Create Game Modal
We don't need saved games in the default menu
Auto height the create game dialog
vulkan: more VK_EXT_extended_dynamic_state fixes
UI VertexInput should only have nInstanceID with D_MULTIVIEW_INSTANCING
VK_EXT_graphics_pipeline: validate pipeline descriptor sets before draw
Vulkan: Remove AMDBindVertexBuffersWorkaround (fixed in 2018)
RenderTools::Draw: Add BindTransformSlot for an identity transform ( In future this should probably be CSceneSystem::BindIdentityTransformAndInstanceIDBuffer )
CRenderContextVulkan::BindVertexBuffer - mark it as used
ShaderGraph: ObjectSpaceNormal node
ShaderGraph: TransformNormal node can now transform from object space
Obsolete Game.Menu.Friends, add Game.Menu.FriendCount
Add friends list modal w/ Game.Overlay.ShowFriendsList( options )
Welcome screen link tweaks: "Wiki" becomes "Getting Started", move to top
Fix error in AssignEntityPointers
Add Cloud.Asset (returns string path of cloud asset)
UI: Add support for keyframed box shadows - should probably take a look at changing this so that we have consistent property support between transitions and animations
Default game menu uses modal server list
Add server list modal, for those that don't want to implement their own
CSS: Flex shorthand support
vulkan: set primitive topology when using VK_EXT_extended_dynamic_state
Remove debug spam
Added new menu modal system
Move over simple package selection modal
Sandbox.Utility.Svg wrapper (#1208)
* Added Sandbox.Utility.Svg to read paths from a .svg
CSS: Fix nesting inside `background` (fixes devcam)
CSS `background` shorthand no longer requires specific order, more compliant with spec
Tool vis works in ScenePanel and anything else that uses Graphics.RenderToTexture
https://files.facepunch.com/matt/1b0111b1/sbox-dev_gjSS0HmRRF.png
Run game menu shutdown at the end of the tick, should stop logic leaking from running inside tick
st&alone: Use test grid texture instead of non-existent burger billboard texture (moved to asset.party)
`background` shorthand color transition
CSS `animation` shorthand, same syntax as web (https://drafts.csswg.org/css-animations/#animation) - any order
Fix Mouse.Delta not working causing dragging in UI not to work too
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Fix unnecessary mesh instance data assert
Add empty decal for water surface, surfaces will always fallback to default
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Typo fix in asset.party package publish successful
ComputeShader.Dispatch: Remark about thread group size being automatic
CRenderThreadDx11::OnReadBuffer: staging buffer needs to be the same size as the buffer to read, otherwise partial or offset reads silently fail