248,704 Commits over 3,959 Days - 2.62cph!
css filter: blur support (#16)
Shaders with LayerMat support
Merge branch 'master' of sbox-game
Added 45 and 90 degree corner tubes to underwater labs
Fixed dungeon block volumes in 45 degree corner tube prefabs
Added more underwater labs to dungeon_base_test scene
WIP updating CSS parser to handle gradient stop points
Gradient stop points working on effects UI test page now
Merge pull request #14 from Facepunch/gradient-parsing
Fixing up gradient parsing to support stop points
Added implicit bool for RealTimeUntil so you can check if it has elapsed
Merge branch 'master' of github.com:Facepunch/sbox
Add Event.PhysicsPreStep Event.PhysicsPostStep, Obsolete IPhysicsUpdate
Fixed static RPCs in static classes not working because you can't have protected methods in static classes
Support morphs for anim scene objects
Obsolete AnimSceneObject.SetAnimParam, use SetAnimBool etc to stay consistent with AnimEntity
Event.PhysicsPostStep to Event.Physics.PostStep
Make sunlight render without bounds
Support filter: blur( xx )
Merge branch 'master' into css-filter
Merge fix
Added Render.Clear()
Set FilterBlur
Create layer matrix to offset the transform matrix for rendering panels to RT
Don't need to set all this junk for this shader
Update layer if panel changed size
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Updated cinematic anim controller + avatar.
Added dialogue clip.
Hatch tube 45 and 90 degree left and right variants, including convex volumes and prefabs
Make sunlight render without bounds
Roughly keep track of peak audio level to better handle differing volume between stations, or Unity's thing of including the volume level falloff from distance in the data
Update Towns.Common for new serializers
Server changes to allow getting UserIds in chat messages
Log frontend server connection errors to make troubleshooting disconnects easier
Fix serialization not handling null strings
Merge from voiceprops/dlc
Merge from voiceprops/dlc
Make laser beam update a work queue and clamp its allowed time
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player wounded source files
nightmare laser prison pixels
Trigger attack anim param when using physgun
Event.PhysicsPostStep to Event.Physics.PostStep
Obsolete AnimSceneObject.SetAnimParam, use SetAnimBool etc to stay consistent with AnimEntity
replaced pipe set collider with cylinder shape
Merge branch 'master' of sbox-game
Support morphs for anim scene objects
Layer shaders, moving all the ui vertex stuff into common ui_vertex_common.fxc
Merge branch 'master' of sbox-game
Default blend modes also write alpha (fixes UI not drawing to render targets)
Alpha render mode
LayerOffset stuff
Added test colors to rts_basic for reference
Added time of day section callback events and Hammer outputs for `day_night_cycle`
Manager type classes are no longer entities but instead are static classes
Have Event.Physics.* namespace like Event.Tick.*
Fixed static RPCs in static classes not working because you can't have protected methods in static classes
updated WIP construct map
Merge branch 'master' of sbox-game
Fix avatar looking to work with any screen size
Update to use physics events
Add Event.PhysicsPreStep Event.PhysicsPostStep, Obsolete IPhysicsUpdate
Remove TextureRenderTargetBuilder
Added filter-blur property
Explicitly release label textures when label is destroyed
Panel layer basics
Render.SetRenderTarget, Render.SetViewPort
Throw exception if trying to create texture that is <= 0
Draw layer to texture wip
Added implicit bool for RealTimeUntil so you can check if it has elapsed
Merge branch 'master' of github.com:Facepunch/sbox
WIP updating CSS parser to handle gradient stop points
Gradient stop points working on effects UI test page now
Merge pull request #14 from Facepunch/gradient-parsing
Fixing up gradient parsing to support stop points
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Pass -game to resourcecompiler when building cubemaps
Update scenesystem.def
merge from 360_stairwell_fixes_2
ModelDoc: also strip anything before @ when generating AnimFile node names through "Add Simple Animations"