14,105 Commits over 1,583 Days - 0.37cph!
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
ShaderGraph: Add additive to blend node
ShaderGraph: Add Blend node
Should have all you need: Mix, Darken, Multiply, Color Burn, Linear Burn, Lighten, Screen, Color Dodge, Linear Dodge, Overlay, Soft Light, Hard Light, Vivid Light, Linear Light, Hard Mix, Difference, Exclusion, Subtract, Divide
https://files.facepunch.com/ognik/1b2111b1/sbox-dev_3IefORuXPn.png
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
Add Sound.IsPlaying, Obsolete Sound.Finished
Populate ServerInformation fields for ServerDll (ServerTitle. MaxPlayers), fixes sboxgame/issues/issues/2864
Remove unused consts
Remove GLSL and DX9 shit macros from shaders
Fuck off all this X360 instancing shit
Get rid of last of X360 shit
Stop using legacy x360 in our user shaders too
remove dx9 from lightbinner
Shader graph: remove legacy instanced params
ShaderGraph: Crunch down graph serialization to make it better to share graphs
Use Entity.FindByIndex instead of Entity.All.FirstOrDefault in OnNetMessage when finding entity
Fully purge any RPC history with tick less than current tick when receiving new net message
When an RPC is called within a predicted context with a To target, if the local client is a recipient call the base function and remember for Prediction (fixes sboxgame/issues/issues/2935)
Added failing hotload test for processing a cleared list
Hotload processes all the elements of the inner array, when they could all be skipped
Added ListUpgrader
Helps with cases like #818
Citizen: disabled IKChain_Old nodes, which were causing issues with Active Sequence Bounds.
All existing animgraph nodes are referencing the newer IK chains anyway (or if I missed some, they should be, anyway)
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
Can click entire LobbyMember row to show friend popup
ShaderGraph: Make lerp node instantly update default fraction and min max it
ShaderGraph: Refactor and comment compiler so I don't completely hate it
Citizen: in preparation for minor rig update, 2 VMDL prefabs for inclusion in clothing items so that they can easily retain the functionality of the old twist helper setup
Citizen/animgraph: added an overhead pose to holditem (set holdtype_pose=5)
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: Polar Coordinates, Tile And Offset, Derivatives, Min, Max, Split Vector, Combine, Split & Swizzle Vector
https://files.facepunch.com/ognik/1b2011b1/sbox-dev_Hudlzivyod.png
ShaderGraph: Add Sine, Tangent as well as Step & SmoothStep
https://files.facepunch.com/ognik/1b1911b1/sbox-dev_twOVHsUrxk.mp4
ShaderGraph: Fix length & dot product returning the incorrect value type
ShaderGraph: Added plane preview
https://files.facepunch.com/ognik/1b1911b1/sbox-dev_laaE13NBrZ.png
ShaderGraph: Fix dot product not working, Added Exponent, Length, Log & Saturate
https://files.facepunch.com/ognik/1b1911b1/sbox-dev_U9x1YwNMnX.png
ShaderGraph: Add World Normals, Screen Position, World Position, & View Direction nodes
ShaderGraph: Add Fuzzy, Simplex & Value noise
https://files.facepunch.com/ognik/1b1911b1/sbox-dev_0kzFB40ROu.mp4
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
Launcher: When using a generated game config, make use of its MaxPlayers
ShaderGraph: Fix shader compile error trying to set material input to float2
ShaderGraph: Add secondary coord and tiling options to texture coordinate node
vr: don't log spam unknown controller types, log once
vr: aware of vive focus 3 just so VrInput.IsVive is consistent
Fix cubemap reflections debug vis to have correct behaviour, queued by a shader compile