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14,166 Commits over 1,583 Days - 0.37cph!

3 Years Ago
InteropGen: fixed static functions not generating properly Make all the tool windows consistent with the editor
3 Years Ago
Purge all CPhysicsShape of a body, not just CRnShape so our physics shape handles become invalidated properly
3 Years Ago
Multipass support for render targets and multipass dof Hexagonal blur with controllable bokeh sides Give DOF more Bokeh Use fullres dof buffer Fix edge aliasing Full res CoC LUT Switch to HDR target Fix drawing with console open Further improve CoC edge Use an elipson for CoC edge, make CoC blur togglable Remove debug printing Make texture more explicit Mange all render targets on C# side, use full HDR now fucking fixed viewport offsets Use true luminance for disc fill Introduce screen resolution changed event Merge pull request #125 from Facepunch/multipass-dof Rework Depth of Field to have higher quality and multipass it
3 Years Ago
Don't throw exception when adding null mesh to modelbuilder, we only care about warning valid meshes with no vertex buffer
3 Years Ago
Same deal for hull shapes
3 Years Ago
Allow mesh physics shapes to be created from either lists or spans
3 Years Ago
Add PhysicsBody.RemoveShapes Add PhysicsShape.IsValid() extension Add PhysicsShape.UpdateMesh for mesh shapes
3 Years Ago
fix exception in planar reflection
3 Years Ago
Throw exception in modelbuilder when trying to add an invalid mesh
3 Years Ago
Manual scoping for lag compensation (#130) * Manual control of starting and stopping lag compensation * Change to start lag compensation automatically only before AttackPrimary and AttackSecondary on BaseWeapon (this is when we're most likely to want it if you're using base weapon) * Have StartLagCompensation return IDisposable so it can optionally be used in a using block and finish automatically * Entity.LagCompensation static IDisposable. Rename LagCompensation (bool) to EnableLagCompensation and update BaseWeapon + base Player
3 Years Ago
Remove Sandbox.Game from tool compiles Added Option.Checkable, Option.Checked Added ConsoleSystem to tools MenuAttribute supports boolean property with check state toggle Fix crazy menu check positioning Disable combobox open animation Add EntityIO menu option Move DisplayInfo to Sandbox.System ConVar data bind EnumBox supports [Display] enums Rename Widget.Layout() to Widget.DoLayout() Add render mode enumbox
3 Years Ago
Swapped bevel key binds around. Alt + F now is for the new Bevel tool.
3 Years Ago
Fixed window missing a ton of events Add Layout method Add Widget.Parent Add Button.IsToggle, Button.IsChecked Experimental fullscreen button Style tweaks
3 Years Ago
parking barrier - split phys shape to allow for rigging security shutter - adjusted painted normal to show through paint surface satellite dish - rotated to make placing easier. Merge branch 'master' of sbox
3 Years Ago
DataBinding for checkbox, enumbox Add Widget.Enabled Data bind automatically sets widget to !Enabled if read only Don't try to set value if no setmethod Allow attributes to have RegisterMethod, UnregisterMethod Revise menu with abilty to add by path Can add new menus options to editor using [Menu] Can add new tool windows using [Tool]
3 Years Ago
Hammer: backport bevel tool from dota tools https://files.facepunch.com/layla/1b1411b1/sbox_VMx7ll0cC9.png
3 Years Ago
Treeview tweaks so editing names in Hammer are legible Asset pane icons Added Checkbox, renamed PushButton to Button
3 Years Ago
Parking barrier - adjusted nuts on the bar and fixed gaps on mesh issue: 115 Security shutter - added rivets in to colour mask security shutter - removed extra unused skins Merge branch 'master' of sbox Merge branch 'master' of sbox
3 Years Ago
If we surpass MAX_ACTUAL_RENDERTARGETS don't try to allocate more, fixes buffer overflow crashes (cherry picked from commit 124a7d351686733fe63d829c49ee65f18aec8359) Double MAX_ACTUAL_RENDERTARGETS to 256, with people making their own tools 128 would easily get hit (cherry picked from commit 08628fb0f855688c84909b976a2d3b3c3cd678da)
3 Years Ago
Fix crash with null icons Enum editor Shooting glass doesn't make smoke
3 Years Ago
LineEdit supports cookie based history Console Input has history
3 Years Ago
Security shutter - adjusted painted roughness
3 Years Ago
Made ComboBox awesome ComboBox can have a cookie Resolution/Aspect picker for engineview
3 Years Ago
Fix bottled liquid rendering
3 Years Ago
Rename AppWindow to Window Hide WindowFlags DockArea/DockAreas flag cleanup, AppWindow renames Cookies are a class on global namespace Don't try to save cookies on server Automatically save/restore editor window layout in cookie OnResize, OnMove events Scroll console to bottom on resize Default SizeGrip to off on StatusBar Manually control EngineView size so we don't lag the UI when resizing shit Fix console spacing
3 Years Ago
Fix Water shader not appearing correctly in tools CalculateWorldSpacePositionMultiview is a shared function now
3 Years Ago
Self illumination is now baked for all base materials(complex, generic, skin etc) https://files.facepunch.com/ognik/1b1311b1/2021-12-20_12-55-bf0eef86-fb63-49a2-9054-c2540ffa85fb-NfnmDnva.png
3 Years Ago
Backport engine fix for debug scratch rendertargets running out
3 Years Ago
Support loading font files with SemiLight (350) or ExtraBlack (950) names Fix NRE in stylesheet parser if an invalid file is requested Parse floats properly in stylesheets with InvariantCulture Add WaterSceneObject's PlanarReflection as a scene object child properly
3 Years Ago
Add implicit conversions for joints
3 Years Ago
updated construct material/ prefabs Merge branch 'master' of sbox
3 Years Ago
Fix TestWindow parse Fix toolbar had no name Don't restore geometry
3 Years Ago
Added Restore Default Layout Add Window.Save/RestoreState, Widget.Save/RestoreGeometry - restore default editor layout via that instead
3 Years Ago
Game window is a tab, tabs at the top, tabs can be nested Can re-open windows in editor if you closed them
3 Years Ago
Allow "baked emission feature" to give material an unlit look in the base shader https://files.facepunch.com/ognik/1b1211b1/2021-12-22_13-16-c10cc00f-487f-4fba-aa3a-903fa41477b8-Umsy7JwK.jpg
3 Years Ago
Introduce self illumination scale to boost illumination during baking
3 Years Ago
Added the ability to bake self illumination during VRAD baking using the base shader https://files.facepunch.com/ognik/1b1211b1/2021-12-17_52-29-6d90854a-8c52-447d-87d3-63d46858afe5-v7ymLq83.png
3 Years Ago
Allow shaders with materials to support lightmapping
3 Years Ago
Build shader stuff with VS2012
3 Years Ago
Fix reflection vector for planar reflections on water Fix reflection scale in planar reflections in water Fix clip planes to be able to use matrices Remove Render.ClipPlane.cs, we'll do it simpler Don't do depth prepass on monitor views, pass values from clip plane parameters to GPU Expose scenemonitorobject attributes Add attributes to monitorsceneobject and add clipplanes to it Refactor clipplanes on shaders Refactor watersceneobject, rework on planarreflection Remove comments that are no longer applicable Compile water shader
3 Years Ago
flatgrass quick clipping fix
3 Years Ago
Updated Flatgrass fixed grass blend + adjustments to garage area
3 Years Ago
QDockWidget icons
3 Years Ago
Fixed typo in bindings_knuckles.json that causes right hand trigger to not function
3 Years Ago
Hookup map IO on the 2 construct prefabs that use navblockers
3 Years Ago
Scale game window with DPI, added Widget.DpiScale
3 Years Ago
industrial strip light - smashed gib Merge branch 'master' of sbox Merge branch 'master' of sbox Industrial strip light - LOD's Merge branch 'master' of sbox
3 Years Ago
Fixed treeview yellow Don't set a maximum game screen size Fixed tools loading outside of tools mode
3 Years Ago
Editor Mode
3 Years Ago
Introduce sepia backdrop filter