Better implementation of vh, vw, vmin, vmax
GenericGameData fgd autogen
Delete IModelGameData, Add ModelDoc.GenericGameData Attribute
Raise OnValueChanged when TextEntry is modified with ctrl + x
Fix world panels taking input priority over screen panels
Texture.Load respect warnOnMissing when FileNotFoundException is thrown
If no FOV is set by Camera use the default one from engine CameraSetup (default_fov convar)
Stop engine forcing default_fov to 70 every frame
Video settings:add default fov slider
Trace: Fix AnyTags behaving same as AllTags, WithoutTags accepts multiple string params
Whitelist
System.Collections.ObjectModel.*
System.MidpointRounding*
System.Runtime.CompilerServices.IsByRefLikeAttribute
System.EventArgs* & System.EventHandler*
Clear a panel's input focus when it is deleted
Revert "Fix world panels taking input priority over screen panels"
This reverts commit d4f9e18564950dc7d1119fb0f564f03da8df8c1b.
PushRootLength & cleanup font scaling
Simplify to YogaValue.Point
security shutter- non tiling models no longer use tiling texture and shutter curtain is now flat not bumpy
Merge branch 'master' of sbox
Security shutter - top middle section offset removed
Lets just use a long for UserId here, since it is one everywhere anyway
Cache favourite packages, played packages
Move door_sounds modelgamedata to c#
Move prop_data to c#
Update models_gamedata.fgd
Move explosion_behavior to c#
Add int.FormatWithSuffix()
Added Local.PlayerId (obsoleted Local.SteamId)
Use new Api URLs
Add Client.FetchGameRankAsync()
Show wins/losses/draws for facepunch.pool
Only show city if it's different to state
Remove api debug
Don't RegionInfo Country
Fix map selection
Security shutter - painted tintable variants and none tiling version of materials for some models
Merge branch 'master' of sbox
More strict usage for AutoGenerate, FGDType and BitFlags attributes
Classes can dictate their own FGD type via FGDTypeAttribute
(So you don't have to put the attribute on every property every time)
Rename ParticleAttachment fields to be consistent
Hammer: Initial bevel tool https://files.facepunch.com/layla/1b2811b1/DYeOzII5Or_Trim.mp4
FGDWriter can output classes as "choices" selector in tools
This is a workaround to be able to use strings as data in fgd choices type, which c# enums do not allow.
Move 'particle' (particles_list) modelgamedata to c#
Cleanup
Intruder alarm 1 - added intruder alarm and LODS
Merge branch 'master' of sbox
Fix Model.GetData<>() not working with structs
ModelBreakPiece works with Model.GetData<>()
intruder alarm 1 - added thumbnail and tweaked size
Obsolete Model.GetJson, GetData(str), HasData(str)
Update ModelExtension.cs
Citizen/animgraph: fixed incorrect parameters on wish_x/y/z and missing y
Fix local client's steamid being incorrect serverside in singleplayer games
Menu style tweaks
Clean up panel deferred deletion: will delete same frame if no :outro transition
Don't tick panel children if parent isn't visible (reduces paranoid impulse to add IsVisible checks to Tick for perf)
updated lamp_post components so they snap to hammer grid better, Added bollard_bar_balljoint
Rebuilt lamp_post components collision and recompiled, added bollard_bar_balljoint to bollard textures / materials, set up lods and collision etc and compiled
Merge branch 'master' of sbox
Add Global.IsToolsMode
Hide force start game button if not in tools mode
Templates create their children first, so that OnTemplateSlot will get called on their parents before the parents attributes, which seems like a better way around
Fixed panel overlays staying open after console closed
Fix exception on copy text
Fixed PanelEvent propogation not stopping when returning false in method with no arguments
Added base style for navigator to be functional
Navigator panel can take a navigator-canvas which indicates the slot to be in, removed need for 2 layers of panels, fixed NavigateReturnEvent logic backwards
Refactor menu so we can have navigator in game screen
Avatar page fix
Leave lobby button change
VirtualScrollPanel item size takes a Length width/height
Panel Template Slots can be deep
VirtualScrollPanel.ItemSize fixes
Game map selector tweaks
Fix warnings
FGDWriter can use ComponentModel.DisplayName & JsonPropertyName Attributes
ComponentModel.DisplayName replacing Property.Title
JsonPropertyName replacing Property.Name
If a class as no properties with [Property] attribute, all properties will be exported to .fgd
Delete ParticleAttachmentType
Switch ModelGameData back to JSON for deserialization
Update BasePathNode.cs
Remove no longer needed interop methods
Fix missing 'using' in FGDWriter
Added Model.TryGetData<>
Fix NRE in NavigatorPanel
Hammer: Fix image plane drag drop not stripping off prefix, causing assert
Report image decoding exceptions nicer
Report EventSystem invocation exceptions nicer
Hammer: Fix RT baked lighting preview
Temp disable multiview rendering to fix VR rendering until we fix VR shaders
Fix build
Merge pull request #71 from Facepunch/vh-vw3
Better implementation of vh, vw, vmin, vmax
MaterialEditor: Add shader name filter to shader select window https://files.facepunch.com/layla/1b3011b1/rX2gBhg9xh_Trim.mp4
Citizen/animgraph: VR fully overrides arms + voice float + etc.
Hook up client voice level to standard player animator
Citizen/animgraph: unhooked new Choice node as it's causing a strange, menu-only animation playback bug
Remove TextShadow material & shader
Update skia
Draw TextShadow as part of the text render
Relocate thirdparty dlls
Add css text-stroke-width, text-stroke-color (borderline standard)
Fix NRE in NavigatorPanel
Placeholder for generating label textures in background, need to handle -r_max_device_threads errors though
Hammer: Add Export Encoding option like dota hammer has (defaults to binary) https://files.facepunch.com/layla/1b3011b1/sbox_IOAvqzZWdo.png
Don't allow ExplicitLayout structs
TextStroke cascades
Fix text shadow offset being wrong
Tweak leaderboard styles
Fix empty lobby list growing forever
Glass refraction shader
https://files.facepunch.com/ognik/1b3111b1/2021-10-02_59-43-2beec8f1-334a-4df6-af4c-af0b53d4dc0c-fM2vuVbJ.mp4
If text-stroke-color is not set default to color
Add `text-stroke <length> <color>` shorthand
NetRead.ReadObject: read floats correctly
Fix tools_sprite properly instead of a workaround, fixes rendering them in material editor
Fix locale on CQSliderControl
Allow static array initializers
Account for viewport offset for glass refraction
Add emission boost slider to glass
Added glass zoom, added transparency to glass, improved viewport offset, added glass blur
https://files.facepunch.com/ognik/1b3111b1/2021-10-23_47-35-9fb418c6-5735-4570-a124-9c535f6056a2-jGHbEtdN.mp4
Don't blur out the glass color
Fix crash when trying to reload surface assets when there's no physics world
Only trigger warning once if we are using an unsupported VR controller
Refactor shaders to fix VR
Fix typo
Add opaqueness slider to glass, opacity scale now works, hide framebuffer in tool view
Ability to add a dirt/overlay to glass
Adjust timeout limit for shader ci job
low wooden fence - ao fix and collision fix
Merge branch 'master' of sbox
Allow color/model tint to work in glass
Add SceneObject.WantsFrameBufferCopy
Added documentation for SceneObj.WantsFrameBufferCopy
FGDTypeAttribute can now provide choices to fgd properties
Attribute suffix for ModelDoc attributes
security shutters - changed painted roller curtain to reduce visual noise on mask
Merge branch 'master' of sbox
Fix recent changes
Add PhysicsGroup.Bodies and PhysicsWorld.Bodies
Add PhysicsGroup.Joints and PhysicsBody.Shapes
Compile tools_encode_environment_map.vfx
security shutter - removed edge bevel on sides - added back faces to curtain rather than backface shader
Merge branch 'master' of sbox
Security shutter - fixed painted skin having wrong metal map assigned
Compile shaders hammer is complaining about
Make ParticleAttachment public
Hammer.Skip works for enum fields
Engine's string to particleattachment type supports string numbers
Model.GetData<>() supports deserializing to enums
ModelParticle class uses ParticleAttachment enum
Merge ModelDoc.ListAttribute into ModelDoc.GenericGameData, and rename it to ModelDoc.GameData
Demote Model.TryToGetData()'s error to a warning
Update base_modeldata.fgd
wooden fences - possible fix for player shape getting stuck on edge of col shape
Merge branch 'master' of sbox
Add timeout-minutes to the core job descriptor as well
Set TransmitType.Always in GameBase
Fix newlines rendering as a square in dropshadows
security shutter- fixed tiling not working
Merge branch 'master' of sbox
Merge pull request #75 from Facepunch/modeldoc-fgdgen
Basic FGD Autogen for ModelDoc
Update base.fgd
Cleanup FGDWriter
Make Hammer.Skip for entities not inherited
ModelDoc: Proper previews for compiled GenericGameData nodes
Fix shaders
Add Package.CanEdit
Multiline TextEntry
Can change game's name and description
Tweak TextEntry up/down when multiline
Introduce TextureBuilder.WithUAVBinding()
Allows compute shaders to use textures
Dont automatically set vr_multiview_instancing and disable forcing it off
Fix Texture3D, TextureArray and TextureCube not actually being their respective texture types
Fixed a minor issue with ModelDoc GameData previews
CMapListService no longer returns _bakeresourcecache.vpks in the list
Fixes _bakeresourcecache files appearing in ModelDoc's preview map selector, possibly other places too
Flag old envmap indices as unused
[DONT MERGE] Update construct wihtout water model to test new water rendering
Initial water work
Initial work for watersplash compute shader
Hardware Tessellation
Added wave amplitude, geometry shader waves
Don't bother calculating vPositionPs
We do it in the GS, no point wasting time with it
Initial work for distance based tessellation
Remove the need of a geometry shader, use domain shader instead
Allow the use of textures in compute shaders
https://files.facepunch.com/ognik/1b2911b1/2021-10-17_32-59-e228ef3e-d07c-4346-9202-74b54fc59800-xJLVQ6PQ.mp4
Don't copy strong handle
Preliminary support for custom constbuffers
Don't get an input layout for compute shaders
Merge branch 'h2o' of sbox into h2o