14,166 Commits over 1,583 Days - 0.37cph!
Fixed ModelDoc GameData nodes without properties not deserializing correctly
Remove non existent projects from groups.vgc
InteropGen: Adjust ArgDefinedClass for Resource Handles when the arg is not a return
Added Model.ToString to include the model path
Flush model game data node cache on model recompile
Fixed Prop trying to get model game data of NULL model when its model is recompiled
industrial strip light and fixture - rotated to point upwards and fixed self ilum
Merge branch 'master' of sbox
Setup fake lag config values on game server init so they take effect after server restart
Mark simple liquid as a non dev shader
Hammer: Offset drop targets by bounds for better placement https://files.facepunch.com/layla/1b0311b1/3byFPizZvI.mp4
Use HDR buffer for bWantsFBCopyTexture
Fix duck, flashlight and slots for controllers
Ability to render scenes with an orthographic camera
`scene = Add.ScenePanel( SceneWorld.Current, CamPos, Rotation.From( CamAngles ), 45, true );`
Industrial strip light and fixing point- lod0
Merge branch 'master' of sbox
Prevent Surface being able to have itself as the base surface
Fixed GlassShard.CalculateArea not working on client
func_shatterglass: Added ability to change material when the glass breaks
Make Model.GetJson internal
Added Model.GetAllData<T>()
Add support for drawing capsules in tool render utils. Support drawing of capsule hitboxes in CToolSceneHitBoxes
BaseTrigger handles touching entities properly when Enabling/Disabling
Fixes sbox-issues/issues/1255
Whitelist RuntimeHelpers.EnsureSufficientExecutionStack
Network Client.IsBot so it works clientside
Citizen/animgraph: added flailing while airborne
Don't assert in spring joint when min rest length is bigger than max rest length, just calculate the new min max instead
BBox return correct corners
Convert standard postprocessing shader into multiple passes
Introduce multipass support in postprocessing
Assert if you try to use post processing on the server
Fix nav_edit ghosting cursor
Fix access violation in CSceneWorldObjectList::FindChunkForObject
Possible access violation fix in CBaseSceneObjectDesc::FillTransforms
Cleanup base.fgd & s&box.fgd
Removed legacy 'master' property from all entities
Removed legacy entities:
func_illusionary
func_wall
func_wall_toggle
Removed other entities:
func_dustcloud
func_dustmotes
func_fish_pool
func_orator
game_gib_manager
game_player_equip
game_player_team
info_intermission
point_bonusmaps_accessor
trigger_xen_foliage_interaction
trigger_foliage_interaction
logic_achievement
info_offscreen_panorama_texture
test_traceline
Remove 'Shadow Casting' property in Hammer from non ModelEntity entities
Minor changes
Moved explosion code from Prop to ExplosionEntity, which now acts as env_explosion replacement, which was removed
updated construct map/ prefab/ material
Fixed entity filter in console not working
Make Surface.BaseSurface work
Also adds Surface.Get/SetBaseSurface()
Added orientation option to fence tilesets
Fix RenderTargetDesc_t marked as enum
Citizen/animgraph: pose/jump/land updates
Merge branch 'master' of sbox
Fixed rubber surface having a muzzleflash as impact effect
Improved "Open away from player" behavior for ent_door for models whose x+ axis is not the "inward" direction
updating construct map/prefab/texture
Merge branch 'master' of sbox
No need to mark PP Material as static
I should learn to spell Vignette properly
Post-processing stack
Pass color/depth buffer to managed post process instead of requesting a copy
Initial work for standard post process shader
Grain
Vignette
Chromatic Aberration
Lens distortion
Keep vignette on top of the lens distortion
Example post processing shader
Color overlay with additive, multiply and mix blending
Panini projection
Make vignette color customizable
Pixelate
Single pass motion blur
Blur post processing
Depth of field
Sharpen
Compiled post processing shader
Fix post processing offset and scaling
Initial work managed post processing stack
Added DOF quality for faster single pass dof
Compiled post process with dof quality
Allow for more than
65565 single shader variations based on dynamic combos
Add setting helper for standard post processing shader
Passthrough/Copy texture shader
Update example post processing shader
Deprecate render.postprocess, rework post processing to support layers, automatic ping pong buffers, Automatically clear stack
Remove render.postprocess event attribute
Improved panini projection
Introduce PostProcess.AddGenericToStack for simple post processing
Simplify post process setting setter
Ability to fade properties in or out
PostProcess.AddToStack -> PostProcess.Add, BasicPostProcess -> MaterialPostProcess, IPostProcess.PostProcess -> IPostProcess.Render
Fix viewport offset for post processing with new system
StandardPostProcessing animation helpers
Mask view model from motion blur, Set some nicer default settings
Ability to animate from the current set value
Compile post processing shader
Rework managed post processor
PostProcessing Settings, Add configurable and non configurable options, update basic pp
post_process -> postprocess
Update postprocess path
Settings iteration
Axe SetSettings
Remove Set/GetPostProcessingLayerCount
Allow creation of render attribute objects
Cleanup cpp side of renderer
Move post process to global name space
DrawScreenQuadEx for rendering with custom attributes
Rework standard post process to use its own attributes
Shift from IPostProcessRenderer to BasePostProcess
MaterialPostProcess now derives from BasePostProcess
Remove configurable variant
Move blit to post process constructor
Remove IPostProcessRenderer, move pp init
Update shader paths
Compile postprocess_standard
Update all paths for standard shader
Added grain lut
Merge pull request #108 from Facepunch/post-processing
Rework post-processing and introduce post-processing stack
Iron fences - 32,64,128 sized iron fences and post
Merge branch 'master' of sbox
func_shatterglass: Fix being able to walk through physics enabled unbroken glass & Do not despawn large glass pieces
Adjust wood break plank sound to not be so loud
Adjust glass impact sound volume
Glass surface has sounds
Add lift vertex color under cursor for paint tool https://files.facepunch.com/layla/1b2411b1/oV4oWcyObW_Trim.mp4
Add navsystem to groups.vgc to fix crash in non steam builds when reloading map
Fix RemoveAllDecals not working on WorldEntity