250,591 Commits over 3,959 Days - 2.64cph!
Terrain sculpts east of LS
Allow specifying HTTP headers in WebSocket.Connect (some are not allowed though)
Set appropriate User-Agent and Origin headers (not customizable)
models/editor/spot to models/editor/ortho
AssetBrowser: Create global browser if we deleted it and want it back, fixes crash
AssetBrowser: Save and restore browser views tool settings for semi modals so settings on "hammer active material" etc are saved
Potential fix for crash relating to env_microphone's measure target entity
Reduce Faceposer tool's convar count to 96 (from 128) to match the actual limit in the engine
Fixed GM:PlayerAmmoChanged reporting incorrect new ammo count when called from Player:GiveAmmo
Spawnmenu search now resets its model cache when GameContentChanged hook is called
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Updated light environments fixed Indirect Light Multiplier and prefab variables
Added editor model for light_ortho
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Fix system crash while rendering water due to AMD drivers
Don't force limit DebugOverlay.Text distance
Experiment with culling during shadow pass for foliage
Initial work on foliage perf optimizations
- Alpha culling by clipping before we even get to the PS
Fix setting samples for motion blur being <= 0
Add separation to shader includes to have an even more minimal shader
Shaders with clipplane support
Squashed commit of the following:
commit 217109a5adba3c34c692381e9eca132d95e3f7ea
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Fri Dec 31 15:52:10 2021 -0300
Refactor shader part of sdf reflections to use batched constant buffer
commit 6c2e9f91c6eb865a70dd9f4c3f7aa6d26f3cbdd6
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Fri Dec 31 15:50:25 2021 -0300
Fix SDF reflections being rendered incorrect with instanced meshes, fix crash when out of memory pool
commit ca6cd533ced39f51d935953ee721f6771d4b1f28
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Tue Dec 21 17:26:22 2021 -0300
Iterate on AOProxy batching
commit 9c5e6b102493d6a67e3302a1276675da4063f92e
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Wed Dec 15 15:38:26 2021 -0300
Simplify citizen ao proxies
commit 3df5dde99ab9e7eb8b3670340dff448e4c890673
Merge: f352744a4 88e59e22a
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Sun Dec 12 02:03:21 2021 -0300
Merge branch 'master' into sdfobjectreflections
commit f352744a45a5d70d6606c8796881ef97c6f8b4b3
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Wed Dec 1 18:36:06 2021 -0300
SDF shape batcher
commit 6dbb4b1abdbfa6f75c00ae70a65b29a3bb576271
Author: Sam Pavlovic <sam@volvosoftware.com>
Date: Wed Dec 1 13:51:46 2021 -0300
Initial commit for sdf reflections
Shader objects for blendable with high quality reflections
Add high quality reflections as a combo in blendable, make it a static combo
High quality reflections on glossy concrete
https://i.imgur.com/NemzZof.png
Fix SDF reflections being rendered incorrect with instanced meshes, fix crash when out of memory pool
Refactor shader part of sdf reflections to use batched constant buffer
Improved "info_target" editor model colours https://files.facepunch.com/louie/1b3111b1/sbox_EaYHsFZrgf.png
Mark post-processing shaders as dev shaders
Removes the clutter in the material editor
Add Open Visual Studio & Regenerate Solution options to editor window
Fix InputBuilder From/To UserCmd wrongly using static instance which meant you couldn't manipulate it properly on bots
Remove long obsolete InputBuilder.CursorAim/CursorOrigin ( Use InputBuilder.Cursor instead )
Update Steamworks SDK 1.53
Resolve deprecated SteamNetworkingSockets usage
Add ISteamInput interface to managed and callback forwarders
Controller API using Steam Input; glyph textures, multiple controller support, analog states, etc.
Use C# Controller API in InputBuilder to replicate default Source behaviour with Steam Input & disable XInput devices in C++ engine
Fix incorrect fov on PlanarReflection
Allow color-interpolation to work with transitions
Cascade color interpolation
Default to linear RGB gradients for spec
This can be changed with `color-interpolation: auto;` or `color-interpolation: lab;`
Added editor icon to "ent_logic" and editor model for "info_target"
Ignore uncompiled texture .jpg when sending files to client
Parse CSS floats / ints with InvariantCulture in generated code too, should fix remaining issues with odd regional setups
Initial support for color-interpolation on gradients
```scss
color-interpolation: linearRGB; // Old method
color-interpolation: auto; // Auto pick best method(default)
color-interpolation: lab; // New method
```
Introduce new gradient generator for softer/smoother results
Before: https://files.facepunch.com/ognik/1b3011b1/2021-12-19_27-54-bd323c25-6f85-48ec-96a8-35595829d12c-HvsjGFLB.png
After: https://files.facepunch.com/ognik/1b3011b1/2021-12-19_26-43-0861d68b-f9b6-46f5-bd46-33e91fe7e2f4-V5x7aG7c.png
Add + and - operator for colors
Add ColorXYZ Lerp, Add ToLab conversion and fix results from XYZ->Color
TTT: Add hook for last words (#1869)
- Add TTTLastWordsMsg(ply, msg)
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merge from xmas_update_2021
Disabled xmas event
Disabled Icewall, icewalls, xmas tree, advent craft
Restored airdrop
Restored menu logo video
Minor style adjustments for controls tab
Stats page mockup, leaderboard tab
Add ISteamInput interface from Facepunch.Steamworks
Initialize Steam Input from managed
Add dispatch events to SteamInput for device callbacks dis/connected, these are always called for already connected controllers
Update Steamworks 1.53 for Steam Input improvements including Steam Deck support
Update networksystem to resolve removal of deprecated funcs / renaming in Steamworks 1.58
SteamInput.EnableDeviceCallbacks() - should be giving us controller connected / disconnected events but isn't, steamworks bug?
Basic action manifest with menu & ingame controls sets, in future we could provide a lot more versatile sets for different genres
Start exposing a Controller class in Sandbox.Game, let's make them easily grabbable so we can do UI or BuildInput with them directly
Chuck up some debug panels in the input settings menu for each connected controller to debug features
Async steam input glyph texture loader
Generalize Steam Input into a Controller API, abstract all actions into enums close to our pre-existing IN_ actions
Quick button prompt panel e.g `<ControllerActionHint ActionName="Jump">`, uses relevant user's bound controller glyphs.
Forward SteamInput callbacks to C# Steamworks properly
Poll action handles until they're non zero, workaround for a known bug where we shouldn't be needing to do this
Update IGA file to match enums and action manifest, add a basic PS4 controller manifest
Remove dead code
Manage controller connected with callbacks and add events for connected / disconnected, this should keep handles in place too on reconnects
Controller.TriggerVibration: accept normalized floats instead of 0 <-> ushort.MaxValue and support Xbox trigger impusle rumble.
Disable XInput init / polling in inputsystem, handle it all in managed via Steam Input
Controller API Init/Poll in Sandbox.Client too
Iterate more on Controller API, replicate Down/Pressed/Up methods of InputBuilder, document more shit
Create controller input in InputBuilder from managed Controller API ( maybe this should be in base instead so the user can override it for whatever reason? )
Initial work on UI navigation with controller
Hammer: Block tool remembers last height https://files.facepunch.com/layla/1b2811b1/58745.mp4
Introduce RealTimeUntil.Fraction