22,511 Commits over 1,614 Days - 0.58cph!
Make LPV use another shading model
trolley - skins
Merge branch 'master' of sbox
AssetPreviewWidget camera placement is nicer
GradientFog works in SceneCamera renderings
If rendering widgets using the engine Paint will still get called
Added a SceneRendering example to the widget gallery
https://files.facepunch.com/garry/36f2845b-17fd-419c-878e-e1da38f73cea.mp4
Clean up attributes on constraint entities
Obsolete properties display as such in Hammer
Treat 'mapbuilder.nonsolid' as 'trigger' collision tag
Fixes tool textures acting as solid in Hammer's physics simulation
Removed 'playerclip' tag from trigger tool texture
Hide ResourceJsonConvert internal class
Merge branch 'master' of sbox
Add SceneCamera.RenderToPixmap
Fix "QPainter::begin: Paint device returned engine == 0, type: 1"
Delete SceneWidget
AssetPreviewWidget use SceneCamera
Delete CSceneRenderWidget
SimpleRenderScene - only do SVRT_FORCE_EXACT_DIMENSIONS when returning the texture
Do CToolsRenderScope when rendering scenes from tools
Dump scratch rt's after a number of frames unused
Always allow scrartch rt's
FlushScratchRenderTargets when a swapchain changes size
Implemented friction for Slide, Hinge and Ballsocket constraint ents
Obsolete non functioning constraint properties
Pending implementation
Trolley
Lods
revised physics
Remove glass from shader compiler
Fixed Panel.GetAttribute returning null when there are no attributes
Small Adjustments to the Skin01 Material
Some adjustments to the textures of citizen_skin01,
https://files.facepunch.com/daniel/1b0211b1/ApplicationFrameHost_QC00h2BUt1.png
Remove grime as a feature and have it on by default, reorganize attribute layout
Allow switch to multiply for color tinting in refraction mode because it can look better in some situations
Make sure outer ptr initialized to null in collision property
Drop max refraction distance, doesn't need to be an artist tuned. Fix glass tint not working in non refraction mode
Refraction glass color tint now works with opacity
Documentation for RenderToWidget
Material Editor handles compiled materials a bit nicer
Give a warning if exception in TypeUnregister
Missed this shader removal whoops
Initial work on new glass shader
Grime implementation & let grime cast shadows
Blur
Allow fogging of grime & glass
Fix grime on refraction variant
https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg
Allow tweaking of the specular of the glass for its reflections
Delete core glass shader & sbox_glass, new shader becomes glass
Fix glass not working properly with tiled rendering off
Cleanup & lower default opacity so we don't shadow by default
Update some existing glass materials
https://files.facepunch.com/ognik/1b0211b1/sbox-dev_QPGRwiTZTq.jpg
Update some existing glass materials
https://files.facepunch.com/ognik/1b0211b1/sbox-dev_QPGRwiTZTq.jpg
Cleanup & lower default opacity so we don't shadow by default
Fix glass not working properly with tiled rendering off
Delete core glass shader & sbox_glass, new shader becomes glass
Initial work on new glass shader
Grime implementation & let grime cast shadows
Blur
Allow fogging of grime & glass
Fix grime on refraction variant
https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg
Allow tweaking of the specular of the glass for its reflections
Add some scratch render target size asserts
Initial support for direct playback https://files.facepunch.com/layla/1b0111b1/sbox_0004.mp4
Null check in MarkSurroundingBoundsDirty
Null checks in S_RestartSoundSystem
Set Particle data in Info_Particle_System
https://files.facepunch.com/louie/1b0211b1/Untitled-1.png
Hide all JsonConvert classes
A bit of documentation for entities
Update these 2 assets it wants updated
Documentation (Game, Particles, ParticleAttachment, DisplayInfo)
Obsolete DisplayInfo.ForProperty - pointless alias of DisplayInfo.ForMember
ConVars/ComCmds can use XML doc comments for help text
Fix VR for tiled envmaps
Don't show Show Dev Shaders and Show Core Shaders checkbox outside internal builds
Fix AssertMsg causing ResourceBuilder to crash in contentbuilder
Rubikon: Tunneling bug fix from Dirk
Interop with ModelDoc to refresh gamedata
Fixes warnings that only appear sometimes. They will still appear, but will go away on their own as the compilers finish.
Fix intersections again
Disable depth culling for tiled envmaps for now
Object files for tiled
flex-basis wasn't hooked up to anything
Reduce number of visible tiles
Fix tiled rendering on 3D Skyboxes
Citizen: updated skinning on LOD0
This fixes almost every single tiny thing that had come to bother me over the past 12 months of posing & animating this character. There are currently a couple of tiny issues that have cropped up with the head mesh, we're looking into them. I'm pushing this part now so that you don't have to keep seeing a seam.
Spin the UI when compiling asset on demand
Fix error when calling SaveToStateCookie in Window.OnDestroyed
Bind system prioritizes values over nulls
Fix NRE in AssetList
Update AssetProperty properly when value changes
Shader files with cubemap index fix
Fix Box Intersect transformations on tiled light builder
Moved AssetList "New Folder" down to be consistent with the asset list's tree context menu.
Add current directory shortcut to asset folder node context menu
Update asset browser when refreshing/making new folders, add Refresh option to folder context menu
Citizen: updated meshes for LOD levels 1/2/3 with new skinning pass
Citizen: LOD levels 2/3 don't cull elbow & knee helpers anymore
Don't turn on blur if strength is set to 0 for post processing