14,166 Commits over 1,583 Days - 0.37cph!
Introduce text-underline-offset, text-line-through-offset & text-overline-offset
https://files.facepunch.com/ognik/1b1111b1/2021-12-00_30-52-19b734e5-c1ec-4c6c-8787-64bd8acfc3e5-BqpYdqRi.png
Fixed underline to automatically gap
Moves towards how browsers normally do it: `text-decoration-skip-ink: none;` can be used to prevent this
https://files.facepunch.com/ognik/1b1011b1/2021-12-23_53-02-500ea5f5-5430-4ad5-af3b-a693b0ec9887-MRKV6rTn.png
Added support for text-decoration-style, text-decoration now works according to the CSS standard
https://files.facepunch.com/ognik/1b1011b1/2021-12-22_07-14-0646cece-1547-4f6c-92fb-45cd4933ea4b-uAws6Zd3.png
Change text-decoration to text-decoration-line. Make text-decoration actually work like text-decoration
text-decoration: line-through 8px red;
https://files.facepunch.com/ognik/1b1011b1/2021-12-18_15-31-c7256c37-6f84-4b16-ab71-9335c3a45e47-C7UvKigg.png
updated construct mat/text/etc...
Unify BinaryReader/BinaryWriter extensions
Added Entity.Write(), Entity.Read()
Fixed BinaryWriter/BinaryReader entity extensions
Make all BinaryWriter/BinaryReader extensions use the class Read/Write methods
Added BinaryReader.ReadRotation
Added Rotation.Write
Added Vector2.Read/Vector2.Write
Mention light probe volume in func_water's description
Fix Water Ripple stuff creating errors and not working
Merge branch 'master' of sbox
text-decoration-skip-ink: all; and text-decoration-skip-ink: none;
https://files.facepunch.com/ognik/1b1011b1/2021-12-02_31-58-73d50fcb-db83-4f78-ba7e-12eaf88a0afd-JWTnShMw.png
Ensure VPK packing and unpacking works on different paths
text-decoration-thickness support
https://files.facepunch.com/ognik/1b1011b1/2021-12-01_10-01-eab87a3c-171f-4aa9-9039-54706cf7d340-5YWxmfTA.png
NavMesh BuildPathEx
NavPathData -> NavNode, Query area attributes. Remove edge
Ability to get the nav areas attributes at any given point
Update documentation
Improve navigation enums & docs
Merge pull request #122 from Facepunch/nav-ex
Add BuildPathEx which returns more information about the traversal path
Add text-decoration-color to SCSS
https://files.facepunch.com/ognik/1b1011b1/2021-12-00_21-07-727339f9-858e-48c7-b924-3c2b3a859976-yZu5yzyV.png
Added filter: brightness, contract, invert, hue-rotate
Add back filter: sepia; filter: saturate;
Added text-decoration: overline; Added the ability to pair multiple text decoration styles together
text-decoration: underline line-through overline; now works
https://files.facepunch.com/ognik/1b0911b1/2021-12-18_38-12-726c7949-67bb-4944-9839-266fe291cd2b-qWaHbWxd.png
AssetBrowser: Fix mod select not restoring properly when all mods are disabled
Hammer: Save and restore hammer asset panes asset browser so selected addons persist between sessions
Fix typos in Panel.Children causing NRE's
Fix inheriting from LibraryAttribute not working for entities clientside
Hide obsolete water entities from Hammer, update base.fgd
Make Color/Color32/Rotation/Vector3.Read static
Make Angles.Write not static
Add new named colors from the latest CSS spec
Added more helpers for font-weight
hairline, thin, ultralight, extralight, light, regular, medium, demibold, semibold, ultrabold, extrabold, heavy, black, extrablack, ultrablack
▊▇▉ ▇▅ #▆▊▉▅▇ ▋▅█▅▄▇ ▄▉ ▅▆ ▌▆▉▌█▌▉▅▍ ▆▇▋▋▅▋█ ▊▍▋▌█▇▌ ▍▍▊▄▋ █▊▇▉, ▊▆▉ ▇▌▊▌ ▇▊█▊ ▍▍ ▍ ▇▇▇ ▊▋▅▋▇ ▋█▇▉▍▋ ▋▌▊▆▍▌▅█▉
Default use behavior will try to see if parent entity is usable if the one aimed at isn't
Added "Static" property to prop_physics - if set disables physics (gravity) and acts as a nav blocker
Implement AttachmentOffset and AttachmentType for ModelParticle ModelDoc node for prop_physics
Allow world mapping on base shaders
Fix unable to save/compile assets to addons added by addon_add
▆▍▇ ▍▉▅▅▍▇▍▄▋▊ ▌▋▄▊▇▄ ▅▊▊▍▆ ▊▋ ▄_▍▅▌▍█▄▅▅▋▇::▇▄▊▉▉▉█, ▇▇▋▅▊ ▉▋▍▇▇ ▋▉ ▄▄▇▌▅▅▌▉▍ ▉▊█▊/▄▊▆▆█▊ ▅▅█▍ ▆▍▌▇▊▄▍ ▅▋▇▊▋▆▍ ▆▉▇▊▄▉
▌▋▇█▊▌▉▋ ▍▋▊ █▊▅▄▌▆▌▅█ ▍▇ ▌ ▄▄▆█▇▄▌▆█▄▍▄▉▊█ ▊▌▉▆▆▄▋▅ ▄▅▌▇ ▇▉█ ▉▉█▌▆█▇█ ▅▊ ▄█▆▇▋▄█, ▆▋▆▇▍▋▄▌ ▇▌▅▆█▊█▋▍ ██▊▋█▄▆ █▇▊▅▊▉
▋▇▄█▅▉▇ ▅▊▋▇▍▌▉▆ ▅▋▄▊▊▆▍▇█▋ ▋▋ ▍▍▉▄▌▆▋▅, ▌▆▄█▌ █▌▌ ▊▆▋▉█▄▆▉▉▉▍ ▆▌ ▄▊▊ ▇▋▇▅ ▄▋█▋ ▄▇▇▍▋ ▉▋▆█▄▋▅▍ ▆▇ ▍▊▄ █▇▆▉▆▋
▉▇▄▄ ▄▊▋▌▋▍█▄▊ ▇▌ ▄ ▌▊▌▋▇█▋▅ ██ █▄▆▅▉▉▅▊▇▇█ ▊▅▋▇▌▇ ▍ ▋▆▆▆▅ ██ ▉▊▉ █▅▊ ▍▊▊▅▋▊▊█ ▍▍ ▄▄▉▊▆▉▄█▉ ▅▋█ ▆▆▅▍▋▋▍ ▍▊▅▆▋. ▉▄▉▉▊▅▋█ ▌▆▅▆▊▌ ▆▄▉▄ ▍▍▌▉ ▇█▄ ▋▍▌▉▍▇▍ ▌▋ ▅▅▄ ▉▋▇▇ ▆▉▄▄▍ ▇▍█▌▇▉▆ = ▆▌▍▋▄▉▌
tweaked industrial strip light materials WIP
Enable debugging on dev shaders
industrial strip light - adjusted normal map to make bolts more visible on fitting
industrial strip light - adjusted emissive map to increase range
Added ability for ent_door to be breakable.
It uses all the same systems as prop_physics do. So prop_data node on the model sets health, break pieces are used from the model, and there's an option to not have the door breakable even if the model is. Added OnBreak output.
By default doors are not breakable.
Hammer: Don't offset initial drag drop model, fixes incorrect placement on grid
Transform hull bounds to be safe
Include hull bounds to tools model instance bounds to allow better control over bounds when placing models in hammer
make the material editor shader select focus the search input on popup
SCSS add image-rendering
image-rendering: auto;
image-rendering: anisotropic;
image-rendering: bilinear;
image-rendering: trilinear;
image-rendering: point;
image-rendering: pixelated;
image-rendering: nearest-neighbor;
https://files.facepunch.com/ognik/1b0611b1/2021-12-22_43-11-3120fce0-dcf7-46e5-b2c2-817d799f6019-9gUn6NGy.png
Remove redundant inherited member on MainMenuPanel
Don't render panels on invisible overlay panels 🤦 optimize some other code paths too
Fix water fetching depth even without a depth texture, also fixes asserts on tools
Fix error on water parameters if they arent set at all
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap
Interopgen OpenVR's IVROverlay to managed engine
Add VROverlayPanel - these are panels rendered in local VR space over the world, input is automatically simulated
VR.Init() in MenuDll, set VR.Enabled in Init only since it never changes
When in VR create a main menu with an VROverlayPanel, make this wide and 4k so it doesn't look ass
Basic interop of IVRInput to managed, get action origins & add VROverlay.SetTransformRelative( VRTrackedDevice )
Add console commands from Sandbox.Menu dll making menu_reload work again
Add missing internals to a couple OpenVR structs
Add float.MeterToInch / float.InchToMeter extension methods
Make main menu VR overlay properly show when ingame
Make the loading screen show in VR, add VROverlay.SortOrder, add RootPanel.IsVR set when a RootPanel is owned by a VROverlay
If VR is enabled make the GameList.ControlTag default to VR
Add 4k & 8k render target sizes to be used as scratch ( dx11 max texture size = 16k )
Use a copy of the current viewport instead of framebuffer when rendering panel backdrop filters
Adjust main menu vr size / scaling to a more square aspect ratio and scale it bigger so it's not difficult to read
Removed construct vpk, not meant to be commited
Merge h2o into h2o staging for integration testing
Adjust tunnel combined light for water on construct and remove old water sceneobject
Move all sdfreflection code to shared code
temp way to pass proxy mesh constants to main pipeline, batch them later
only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled
Pass AoProxyConstantBuffer in scenesystem
Move sbox_water to water, make shaders load without sbox_ prefix
pass sunlight constants on a static sunlight
Pass object velocity to splash calculation
Tidy up watersceneobject setting combos properly, fix material view, deprecate watersea
Change parameters of default water material
Disable reflections by default on water
Add water material property, fix some things with reflection and splash
Add water properties in construct vmap
Shader objects for water
Remove debug print
Update watersplash_cs.vfx with our shared includes
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Use our shared includes on water vfx
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Unroll loop in water.shared
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
delete test_sdfreflections
Refactor water with needed changes, move Water to Experimental folder, make planar reflection generic
Move ripples to a combo
Remove high quality reflections from this branch
Use generic AddCube function instead of reimplementing it
Make debugview internal
Make combos in water a bool rather than byte
Merge branch 'master' into h2ostaging
Merge pull request #124 from Facepunch/h2ostaging
New Water
Change SetMaterial to SetMaterialOverride to keep it consistent with SceneObject
Make AssertX messages more clear
Introduce GSMaxVertexCount, CreateSampler as well as common texture attributes
ModelEntity.SetMaterial
Make the API more clear as this is something people always happen to ask and unable to find
industrial strip light - material group tweaks
industrial strip light - updated model for material tweak
industrial strip light - adjusted emissive values
Merge branch 'master' of sbox