17,502 Commits over 1,338 Days - 0.55cph!
Show only SM5.0 attributes in material editor
Queue scale changed for cloth, fixes child cloth not updating scale
Should fix OverflowException
Delete TraceResult.HitboxIndex, it'll be useless once I've deleted the hitbox groups. CSkeletonInstance::SBox_BoneToHitbox returns the hitbox itself, used for sweeps.
Add tags property to CModelDocHitboxBase
Setup tags via string tokens for hitboxes, interop Hitbox.. still learning about all this, so need to go back and clean all this up later.
Send over the hitbox handle when performing traces
Don't forget to pass the tags when compiling resources
Add TraceResult.Hitbox
Add TestHitboxesMultiple so TraceBodyMultiple can also check for hitboxes
Compute contact points for TraceBodyMultiple properly
Documentation pass
Hides Breakables.ApplyBreakCommands
Clean up & hide SoundscapeSystem.SoundscapeFrame
Documentation pass
Cleaned up lobby rich presence, fixed presence not updating when lobby gets made, update documentation
Fixed bunch of models not having the material set correctly
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
Trace body using our requested rotation
Implement trace body multiple
Actually apply fog for valve standard shading again
Optimized shader build
Disable seamless fade for dof, better to keep the nice translucent sorting for now
Drop PixelOutput as a default
Compute contact point for body trace
Add generic shape physics
Add TraceBody and TraceRotatedBody to game physics query interface
Allow setting network vars when client created
Handle ResolveDepthBuffer better
Fixed NRE in Entity.Components.Create with startEnabled=false
Documentation pass
Cleanup
Fixed compile warning, hide Particles.Dispose( bool )
Throw EditorBrowsable( Never ) on internal RPC methods
Leaderboard API documentation
Recursively recompiled all assets
0 isn't a valid depth buffer
Fix vignette making everything greyscale
Put DoF autofocus a bit behind the subject
Tweak backfacing value a bit
Double the dof resolution, fix massive slowdown on zooming in backfacing samples
Disable Dof in avatar menu
Fix DoF plane
readd smooth mask
Merge branch 'post-processing-sucks' of sbox into post-processing-sucks
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
Post processing, render hooks, graphics
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
Old Skin is back! Plus some thumbnails for the buttoned shirt and Skin6
Fixed industrial strip light glass not being translucent
Merge branch 'master' of sbox
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
Revert sweep normal fix, distance query result needs to be more reliable instead
Return DofPanel far point to 10k units, but will get to fix focal plane reprojection
Glass shader rewrite (#486)
Fix bone overrides not marking parent space bones as changed in InvalidatePhysicsRecursive, causing overrides to stop working when entity becomes stationary
Citizen/clothing: also reflected flannel shirt changes onto blue variant
Attempt to fix hit normals sweeping against meshes
Citizen/clothing: flannel shirt LOD2/3 remade
Also use the obsoleted `Active` on Glow to decide whether to render it or not
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