14,133 Commits over 1,583 Days - 0.37cph!
Add simple_liquid to replacement list too
Fix addon editor being fucked
Network sound op position, pitch, volume as separate RPC's to avoid networking a param name string
Support playing sounds from attachments (needs testing)
Clear remembered ConVars (from hotloading) when game loop shuts down. Fixes Facepunch/sbox-issues#2281
Fix some odd behaviour with PanelTransform lerps
sbox-issues/issues/2241
start removing vr_warp, modern HMDs don't need it
cull most unused shaders, remove unused include files, rename shaders with sbox_ prefix to better names
Cleanup shaders, compile renamed shaders
Remove vr warp and most of subview rendering
More cleanup
Remove subview rendering, if we use foveated we'll roll our own solution
Remove more bullshit, start reimplementing a sane spectator view
Reimplement spectator view
Remove anything to do with aerial perspective, remove old glass shader
Remove wrinkle from complex, cleanup and cull some more shaders
remove complex and spritecard from build list, want to quickly test if everything is okay on CI
Update all_shaders.txt
move remaining materials that use blend.vfx to blendable, delete blend.vfx
Merge branch 'shader-cull' of sbox into shader-cull
remove compiled files of the shaders we removed
Update shaders with the cleaned up code
keep old glass shader while the new one isn't merged in
Remove deferred lights from code, only care for the lightbinner we use
remove old blur and old bloom
Remove grasstile materials
Remove auto fidelity visualizer, remove bilateral blur and liquid shader, remove remaints of old blur shader
Remaining missing materials and compiled shaders
Replace removed shaders that are still referenced in some assets with it's replacement shader
Update foliage and legacy glass with the correct depth shader
Add parallax occlusion to list of shader replacements
Remove postprocess_standard, readd floor_pebbles_a with correct shader
Update compiled addon shaders
Merge pull request #506 from Facepunch/shader-cull
Shader Cull Cleanup
Documentation (PhysicsBody remainders, and a bit more)
Fix ExpandGroup'ing into structs not always working until the screen was redrawn
Add Layout.Alignment which seems to do nothing
Don't do multisample texture when we're going to read it
Less PropertySheet bouncing
Clothing icon wip (this should be on a branch sorry)
Remove matrix array from PanelTransform, just use the struct
New Jiggly Hair! - Tight Ponytail
https://files.facepunch.com/daniel/1b0611b1/tight_ponytail.mp4
A new hair asset including jigglebones. Plus brown, blonde, black and grey colour variations.
Merge branch 'master' of sbox
Fix clothing subcategory category
Move Easing to Sandbox.System
Animate ExpandGroup
TypeForwardedTo for easing
Added AnimGraphDirectPlayback (#502)
Asset inspector dynamic
Add BaseResourceEditor
Fix ListProperty turning everything into a string
Clothing Subcategory
Fix OnPhysicsCollision not being called for client only entities
Clean up property editors
Extra safety checks for audio encoding
null check in CopyBoneTransformWeights
Recompile some citizen clothing models to generate missing vmorf
Fix usercmd delta compression for controller analogs where it would never send zero - fixes Facepunch/sbox-issues#2279
Option to recursively rebuild assets and thumbs
https://files.facepunch.com/rubat/1b0511b1/onwMAh1c8K.png
Fixed NRE in AssetProperty on hotload
Fix DockAttribute exceptions on shutdown
Reorganized managed asset browser context menus
* First option is the left click option to mimic OS context menu
* Removed duplicate "open folder in OS explorer" options for folder, and renamed them to be explicit.
* Hide `Navigate to Folder` when its not available
* Use an event to populate common/shared folder context menu items
* Added `Recompile all assets` to 'this' folder right click
Implement event system Priority
Makes asset browser context menus correctly laid out
Revert "Eliminate GameSettings convar & json stuff.. store and use it as is"
This reverts commit 85991377b0a33b6f16d197da3aa2af00b4516b06.
Eliminate GameSettings convar & json stuff.. store and use it as is
Convert backgroundAngle to a turn value, consistent with `to left/right/..`
sbox-issues/issues/2271
Update AddonProperty value on Blur
Entity IO tries to handle all the types properties can
Fixes things like '1 2 3' not converting to a Vector3 for entity inputs
Fixed ModelDoc crashing when opened via right click on fbx => create model
Fixed sky tool materials not passing MESH_MATERIAL_ATTRIBUTE_SKY so map builder wasn't blocking vis and was rendering lightmaps on them
Demote 'Not enough arguments' to a warning for concmds
Asset Browser right click supports multi-select where appropriate
Fixed NRE in Prop.OnNewModel
Fixed an NRE in DoorEntity.Spawn
Default ModelDoc breakpieces to 'debris' collision tags
PropGib removes its prop tag
Fixed obsolete warning in Breakables class
More resilient gpu driver version fetching, find a matching adapter description from EnumDisplayDevices that matches the DirectX adapter description
Assembly metadata
Rotate DSN
Smarter exception reporting
Try to determine the most likely source of an exception when reporting to sentry (menu, engine, tools, addon).. this'll be more important when we have tier1 addons and want to show exceptions on the backend for them..
Remove unused
Don't report exceptions in debug mode
Reset entity velocity when disabling physics motion
StepEndReadOnlyGetResults also gets aggregates that just become static so we have a chance to clear out entity velocities
Fix SimpleSceneRender not working in non editor
Have Bot implement IValid. Catch an exception for max players reached in bot_add and fail silently.
Obsolete Draw3D.DrawScene
Clean SceneTextures.. kind of
Delete all the glow code (we're gonna do outline glows in addon)
Remove ui_cssbox SRGBImage hack
Add Rect.Left, Rect.Top
Texture only calls GetOnDiskTextureDesc on demand
Switch ScenePanel to use SimpleRenderScene & SceneCamera
Fix ScenePanel compatibility (with obsoletes)
Hide Draw3D.DrawScene for now
Correct and simplify standard shading model envmaps and lights
Make LPV use another shading model
trolley - skins
Merge branch 'master' of sbox
AssetPreviewWidget camera placement is nicer
GradientFog works in SceneCamera renderings
If rendering widgets using the engine Paint will still get called
Added a SceneRendering example to the widget gallery
https://files.facepunch.com/garry/36f2845b-17fd-419c-878e-e1da38f73cea.mp4
Clean up attributes on constraint entities
Obsolete properties display as such in Hammer
Treat 'mapbuilder.nonsolid' as 'trigger' collision tag
Fixes tool textures acting as solid in Hammer's physics simulation
Removed 'playerclip' tag from trigger tool texture
Hide ResourceJsonConvert internal class
Merge branch 'master' of sbox
Add SceneCamera.RenderToPixmap
Fix "QPainter::begin: Paint device returned engine == 0, type: 1"
Delete SceneWidget
AssetPreviewWidget use SceneCamera
Delete CSceneRenderWidget
SimpleRenderScene - only do SVRT_FORCE_EXACT_DIMENSIONS when returning the texture
Do CToolsRenderScope when rendering scenes from tools
Dump scratch rt's after a number of frames unused
Always allow scrartch rt's
FlushScratchRenderTargets when a swapchain changes size