14,155 Commits over 1,583 Days - 0.37cph!
Organised core assets with tags https://files.facepunch.com/louie/1b0411b1/sbox_whobIOoHgX.png
Allow usage of our custom tags
Add more editor materials to tag
Add UI shaders to editor tag
Add postprocessing materials to editor tag
Remove most of the useless asset filtering tags
updated construct, materials/textures
Merge branch 'master' of sbox
Do sanity check with maximum number of instances too
Fix black boxes appearing on instanced info for SDF shapes
models/editor/spot to models/editor/ortho
AssetBrowser: Create global browser if we deleted it and want it back, fixes crash
AssetBrowser: Save and restore browser views tool settings for semi modals so settings on "hammer active material" etc are saved
Updated light environments fixed Indirect Light Multiplier and prefab variables
Added editor model for light_ortho
Fix system crash while rendering water due to AMD drivers
Don't force limit DebugOverlay.Text distance
Fix setting samples for motion blur being <= 0
Add separation to shader includes to have an even more minimal shader
Shaders with clipplane support
Squashed commit of the following:
commit 217109a5adba3c34c692381e9eca132d95e3f7ea
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Fri Dec 31 15:52:10 2021 -0300
Refactor shader part of sdf reflections to use batched constant buffer
commit 6c2e9f91c6eb865a70dd9f4c3f7aa6d26f3cbdd6
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Fri Dec 31 15:50:25 2021 -0300
Fix SDF reflections being rendered incorrect with instanced meshes, fix crash when out of memory pool
commit ca6cd533ced39f51d935953ee721f6771d4b1f28
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Tue Dec 21 17:26:22 2021 -0300
Iterate on AOProxy batching
commit 9c5e6b102493d6a67e3302a1276675da4063f92e
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Wed Dec 15 15:38:26 2021 -0300
Simplify citizen ao proxies
commit 3df5dde99ab9e7eb8b3670340dff448e4c890673
Merge: f352744a4 88e59e22a
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Sun Dec 12 02:03:21 2021 -0300
Merge branch 'master' into sdfobjectreflections
commit f352744a45a5d70d6606c8796881ef97c6f8b4b3
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Wed Dec 1 18:36:06 2021 -0300
SDF shape batcher
commit 6dbb4b1abdbfa6f75c00ae70a65b29a3bb576271
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Wed Dec 1 13:51:46 2021 -0300
Initial commit for sdf reflections
Shader objects for blendable with high quality reflections
Add high quality reflections as a combo in blendable, make it a static combo
High quality reflections on glossy concrete
https://i.imgur.com/NemzZof.png
Improved "info_target" editor model colours https://files.facepunch.com/louie/1b3111b1/sbox_EaYHsFZrgf.png
Mark post-processing shaders as dev shaders
Removes the clutter in the material editor
Add Open Visual Studio & Regenerate Solution options to editor window
Fix InputBuilder From/To UserCmd wrongly using static instance which meant you couldn't manipulate it properly on bots
Remove long obsolete InputBuilder.CursorAim/CursorOrigin ( Use InputBuilder.Cursor instead )
Fix incorrect fov on PlanarReflection
Allow color-interpolation to work with transitions
Cascade color interpolation
Default to linear RGB gradients for spec
This can be changed with `color-interpolation: auto;` or `color-interpolation: lab;`
Added editor icon to "ent_logic" and editor model for "info_target"
Ignore uncompiled texture .jpg when sending files to client
Parse CSS floats / ints with InvariantCulture in generated code too, should fix remaining issues with odd regional setups
Initial support for color-interpolation on gradients
```scss
color-interpolation: linearRGB; // Old method
color-interpolation: auto; // Auto pick best method(default)
color-interpolation: lab; // New method
```
Introduce new gradient generator for softer/smoother results
Before: https://files.facepunch.com/ognik/1b3011b1/2021-12-19_27-54-bd323c25-6f85-48ec-96a8-35595829d12c-HvsjGFLB.png
After: https://files.facepunch.com/ognik/1b3011b1/2021-12-19_26-43-0861d68b-f9b6-46f5-bd46-33e91fe7e2f4-V5x7aG7c.png
Add + and - operator for colors
Add ColorXYZ Lerp, Add ToLab conversion and fix results from XYZ->Color
Hammer: Block tool remembers last height https://files.facepunch.com/layla/1b2811b1/58745.mp4
Introduce RealTimeUntil.Fraction
Add preprocessor definitions to project generator which are used
SANDBOX, DEBUG and TRACE are now defined
Introduce white reference converters for XYZ, Accept xyz-d50 & xyz-d65 for SCSS
`ColorXYZ.ToD50();`
`ColorXYZ.ToD65();`
`background-color: color(xyz-d50 0.2005 0.14089 0.4472)`
`background-color: color(xyz-d65 0.21661 0.14602 0.59452)`
Introduce Lab color space for SCSS
`background-color: color(lab 83.2141% -129.1072 87.1718);`
or
`background-color: lab(83.2141%, -129.1072, 87.1718);`
Introduce ColorXYZ, Allow usage of a98-rgb color space in RGB, Allow setting color based on index
`background-color: color(a98-rgb 0.281363 0.498012 0.116746);`
`Color[0] = 1.0f; // sets red to 1.0`
Introduce initial support for `color()`
`background-color: color(rgb 30 40 60);`
Bring rgb/rgba up to spec
RGBA is just an alias for RGB
RGB now accepts percentages
Support for spaced and `/` parameters
Allow float parser to parse scientific notation
Support for HSL hue units
Deg, Grad, Rad and Turn are now support:
`background-color: hsla(120deg, 75%, 50%, 0.4);`
Fix ColorOverlay not being able to get reenabled
Reduce strictness of HSL including alpha value
Web standards let this happen
`background-color: hsl(120, 75%, 50%, 40%);`
`background-color: hsl(120 75% 50% / 0.6);`
`background-color: hsl(120 75% 50% / 80%);`
are all considered valid
SCSS HLSA Color Parser changes for CSS4
Functional syntax support with HSLA( `/` for alpha )
Alpha is now optional in HLSA
Hammer: Write surface property names to temp file so it's not in game dir
Hammer: Write surface property names to file so map builder can add them back, fixes static props losing their surface properties