22,488 Commits over 1,614 Days - 0.58cph!
Update resolution icons to better reflect their targets
Remove 16:10 and only keep the set steam deck resolution
Add steam deck & ultra wide aspect/resolution sizes in tool mode
Update & add some audio surfaces
Citizen: updated/added idle poses
Not committing animgraph yet; the implementation of idle noise is getting moved around & reorganized, with a few things still to be sorted out.
ceiling halogen - lod0 and gib
Merge branch 'master' of sbox
Fix low perfomance on vr_depth_submit with multiview instancing
Remove unused variable for setting instance buffer scale - we don't use it anymore
Don't do shadows to viewmodel if we're on VR
Workaround AmbiguousMatchException when executing Hammer inputs
Remove setting convar that doesn't exist if VR on oculus
InstanceStride is 1 in our transform refactor, adjust multiview instance ID on common vs code to fix flicker on multiview instancing
Clamp points to canvas
Add Paint.RenderMode
Add Application.CursorPosition
Add GraphicsItem.GraphicsView
Add GraphicsItem.ViewPosition
Add Widget.ConstrainTo( rect )
Tweak FloatProperty to handle dragging in a moving widget
Add EditableCurve popup editor and background grid
https://files.facepunch.com/garry/91c82daf-8642-425f-a2cb-a1c1526068ac.png
Fix particle refractions
https://files.facepunch.com/ognik/1b1511b1/2022-06-23_37-53-6d3862f4-9b54-490b-bf80-7a82f116e8b4-KUbHu7jP.mp4
fire extinguisher - now uses proper particle effect for explosion
Merge branch 'master' of sbox
Fixed ent_path_platform rotating unexpectedly at high speeds
Add Color.WithAlphaMultiplied
GraphicsItem.Clip, GraphicsItem.ClipChildren
Core shaders with multiview instancing support
Enable Multiview Instancing on code
Don't double render shadows
Handle modes
https://files.facepunch.com/garry/ba09ca0d-4f83-4c4a-bbf8-2b041a19fbdb.mp4
Citizen: updated IdlePose_03
Curve collision, add points by clicking
Generic wood break particle
Generic cardboard break particle
Fire Extinguisher explosion particle
pallet - col adjustments
Fire extinguisher - wip
Merge branch 'master' of sbox
GraphicsItem.Contains fixes
Third times the charm, separate the simulators
Citizen/animgraph: control weaponless long idle poses
Set the "holdtype_pose" float to -1 to disable, 0 for "anything" (random), and then any value above to get a specific pose.
Fix infinite loop
Right click delete
GraphicsItem key events
Order keyframes
Change array interop to be more useful
Paint.DrawPolygon, Paint.DrawLine, Paint.DrawPoints
Curve editor use continuous line
Add instance stride to shader too for multiview instancing
Fix transform instance id in multiview cables shader
Add Vector2.Degrees & Tests
Tests for Vector2.FromDegrees
Add Paint.DrawArc, Paint.DrawPie
Curve handle cleanup
Pallet - lods
Merge branch 'master' of sbox
Simplify render pipeline by removing dead code for rendering world sessions to textures, we use the view system directly when rendering to texture
Strip multi-gpu support to simplify our rendering pipeline further in preparation for single-pass VR rendering
Reenable multiview instancing on shader - Here be dragons
GraphicsItem hover events
Tangent handles
https://files.facepunch.com/garry/82567087-7590-461e-a1b0-d7d2fa95ba02.mp4
Citizen: updated weaponless idle poses
Split 01/02 into 01_L and 01_R, and added a new 02.
Citizen/animgraph: new parameters + IK chain changes
Tangent math back to slope
Citizen/animgraph: first draft of "long idle" in weaponless state
You will now transition to a different standing pose if you've not been moving for 5 seconds while not having any weapon equipped. This will currently look a little odd in motion due to no IK / different aim or additive idle management etc.
Citizen: elbow & kneecap helpers now cooperate with stretching/squashing limb lengths limbs
The elbow helpers are now children of the lower arm bones, and the kneecap helpers are now children of the lower leg bones. The procedural constraints were then adjusted accordingly. This makes stretching/squashing limb lengths work properly, and without needing animation sequences to hold helper position data... which didn't exist, and was set to be ignored anyway.
Add EnvironmentLightEntity.DynamicShadows like the rest of the light entities
Initialize CLightComponent cascades to 3 so shadows don't look terrible when spawned dynamically
Add SceneWorld.ClearColor for minimal games that don't want to fuck with a skybox just to set a background color
Qt update
Added GraphicsItem.OnMoved
EditableCurve save/restore curve
I think that worked? So remove the subgraph compiler completely
Remove compiler identifier from subgraph assets so the build server hopefully doesn't try to compile them (revert this if it breaks)
Add shader asset type and empty resource compiler for it
Fix relative specular luminance on blendable
Add Vector2.FromDegrees
Add GraphicsItem.Bind
Set common defaults on GraphicsView
Move Widget.Bind to QObject.Bind
Start work on EditableCurve GraphicsItem