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8,393 Commits over 730 Days - 0.48cph!

Today
Documentation pass Hides Breakables.ApplyBreakCommands
Today
Clean up & hide SoundscapeSystem.SoundscapeFrame Documentation pass
Cleaned up lobby rich presence, fixed presence not updating when lobby gets made, update documentation
Today
Fixed bunch of models not having the material set correctly
Today
Update some glass materials Fix shatter glass broken material not really functioning
Support `steam_player_group` rich presence for lobbies https://files.facepunch.com/devultj/1b3011b1/Discord_tPmoEckwdL.png Fixed MenuOverlay popup pointer events, fixes lobby invites being inaccessible
Made Global.IsDedicatedServer obsolete
Today
Trace body using our requested rotation Implement trace body multiple
Today
Actually apply fog for valve standard shading again Optimized shader build
Today
Add Trace.Body
Sam
Yesterday
Disable seamless fade for dof, better to keep the nice translucent sorting for now
Yesterday
Drop PixelOutput as a default
Yesterday
Compute contact point for body trace
Yesterday
Add generic shape physics Add TraceBody and TraceRotatedBody to game physics query interface
Yesterday
Allow setting network vars when client created
Yesterday
Handle ResolveDepthBuffer better
Yesterday
Fixed NRE in Entity.Components.Create with startEnabled=false
Yesterday
Documentation pass Cleanup Fixed compile warning, hide Particles.Dispose( bool ) Throw EditorBrowsable( Never ) on internal RPC methods
Yesterday
Leaderboard API documentation
Yesterday
Recursively recompiled all assets
Yesterday
0 isn't a valid depth buffer Fix vignette making everything greyscale
Sam
Yesterday
Fix DoF stuff
Sam
Yesterday
Put DoF autofocus a bit behind the subject Tweak backfacing value a bit
Sam
Yesterday
Double the dof resolution, fix massive slowdown on zooming in backfacing samples
Yesterday
Disable Dof in avatar menu
Sam
Yesterday
Fix DoF plane readd smooth mask Merge branch 'post-processing-sucks' of sbox into post-processing-sucks
Yesterday
Do not try to write RPC bodies for abstract methods Also fixed methods with explicitly typed [Sandbox.ClientRPC] not being detected as RPC methods by codegen
Yesterday
Post processing, render hooks, graphics
Yesterday
Add some documentation Fix chromatic aberration always set to 1 Fixed hooks creating a bunch of resolves Pass postprocessStencilDepth to AfterPostProcessing Fixed motion blur on by default 🙈 Pixelate effect from center of pixel Avatar editor view screen effects Tie GlowComponent.Active to Enabled RenderTarget.GetTemporary will automatically get the right hdr/sdr rt if ImageFormat.Default is passed Do our own ResolveFrameBuffer Add RenderDoc scopes for our RenderTool calls Post process shaders support transparency Home avatar post process so we keep everything working Unclamp some post post process vars
Yesterday
Old Skin is back! Plus some thumbnails for the buttoned shirt and Skin6
Yesterday
Fixed industrial strip light glass not being translucent Merge branch 'master' of sbox
Yesterday
New Outfit Piece! - White Buttoned Shirt https://files.facepunch.com/daniel/1b2911b1/Police_Shirt_V3.png LODs and Adjustments / Fixes to the Skinning coming ASAP. Plus some small adjustments to the police hat textures
Yesterday
Revert sweep normal fix, distance query result needs to be more reliable instead
Sam
2 Days Ago
Return DofPanel far point to 10k units, but will get to fix focal plane reprojection
2 Days Ago
Glass shader rewrite (#486)
2 Days Ago
Fix bone overrides not marking parent space bones as changed in InvalidatePhysicsRecursive, causing overrides to stop working when entity becomes stationary
2 Days Ago
Citizen/clothing: also reflected flannel shirt changes onto blue variant
2 Days Ago
Attempt to fix hit normals sweeping against meshes
2 Days Ago
Citizen/clothing: flannel shirt LOD2/3 remade
3 Days Ago
Also use the obsoleted `Active` on Glow to decide whether to render it or not
3 Days Ago
Hammer: Set current material from new asset browser on highlight Defer CKeepAssetCached::ReleaseAsset() until after we're done with the asset in CMapViewDropTarget::OnDrop( ... ) - fixes materials being dragged into the map not applying when they weren't being set to the current material
3 Days Ago
Replace PhysicsShape.Enable/Disable methods with properties Replaced with properties that are consistent with ModelEntity properties, i.e. EnableTouch, EnableSolidCollisions, etc., with getters. Methods are obsoleted. Fixed precipitation entity being active on spawn even when player is outside of its volume Added PhysicsBody.EnableTraceAndQueries/TouchPersists/SolidCollisions Added getters to ModelEntity.EnableSolidCollisions and others
Sam
3 Days Ago
Limit DoF ray since our focus is more physically accurate now, fix collision on it
3 Days Ago
More RenderHooks Remove a bunch of unused layers
Sam
3 Days Ago
Front blur support, reduce artifacts Correct orientation space for dof, more adjustments Merge branch 'post-processing-sucks' of sbox into post-processing-sucks Adjustments to adaptive dof, gets blurrier the closer you focus, use another formula for calculating downsample Discard backfacing samples Fix alpha plane on dof Don't remap to viewport depth range, we need the absolute values Mask alphatest while keeping the cool fade Remove debug crap and push the shader objects
3 Days Ago
CResourceAsset::CanRecompile - don't care about leafiness
3 Days Ago
RenderDoc API Early out of CPixEventScope if !IsRenderDocEnabled
3 Days Ago
Add convar to control CPixEventScope Delete water layer sc_log_submits depth buffers too Delete DrawOverWorld layers Optimize CPixEventScope Fixed render hooks resolving Clean up
3 Days Ago
Kill lpv_skycoverage and lpv_sdf from vrad3 too
3 Days Ago
Get rid of unused Bake SDF compile option that made map compiles always take forever and hide deterministic charting comptations option behind dev flag since that's what its for Cloud assets use PATH_ADD_TO_TAIL so they don't get prioritized over anything you have locally