21 Commits over 30 Days - 0.03cph!
Whitelist RuntimeHelpers.EnsureSufficientExecutionStack
BaseTrigger handles touching entities properly when Enabling/Disabling
Fixes sbox-issues/issues/1255
Add support for drawing capsules in tool render utils. Support drawing of capsule hitboxes in CToolSceneHitBoxes
Make Model.GetJson internal
Added Model.GetAllData<T>()
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
Industrial strip light and fixing point- lod0
Merge branch 'master' of sbox
Ability to render scenes with an orthographic camera
`scene = Add.ScenePanel( SceneWorld.Current, CamPos, Rotation.From( CamAngles ), 45, true );`
Fix duck, flashlight and slots for controllers
Simplify glowstate names
Use HDR buffer for bWantsFBCopyTexture
Hammer: Offset drop targets by bounds for better placement https://files.facepunch.com/layla/1b0311b1/3byFPizZvI.mp4
Mark simple liquid as a non dev shader
Setup fake lag config values on game server init so they take effect after server restart
industrial strip light and fixture - rotated to point upwards and fixed self ilum
Merge branch 'master' of sbox
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
Fixed ModelDoc GameData nodes without properties not deserializing correctly
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
ModelEntity.SetMaterial
Make the API more clear as this is something people always happen to ask and unable to find
Introduce GSMaxVertexCount, CreateSampler as well as common texture attributes
Make AssertX messages more clear
Change SetMaterial to SetMaterialOverride to keep it consistent with SceneObject
Merge branch 'master' into h2ostaging
Make combos in water a bool rather than byte
Use generic AddCube function instead of reimplementing it
Make debugview internal
Remove high quality reflections from this branch
delete test_sdfreflections
Refactor water with needed changes, move Water to Experimental folder, make planar reflection generic
Unroll loop in water.shared
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>
Update watersplash_cs.vfx with our shared includes
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Add water material property, fix some things with reflection and splash
Add water properties in construct vmap
Shader objects for water
Change parameters of default water material
Disable reflections by default on water
Tidy up watersceneobject setting combos properly, fix material view, deprecate watersea
Pass object velocity to splash calculation
pass sunlight constants on a static sunlight
Move sbox_water to water, make shaders load without sbox_ prefix
only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled
Pass AoProxyConstantBuffer in scenesystem
temp way to pass proxy mesh constants to main pipeline, batch them later
Move all sdfreflection code to shared code
Adjust tunnel combined light for water on construct and remove old water sceneobject
Merge h2o into h2o staging for integration testing