22,418 Commits over 1,614 Days - 0.58cph!
Include shader files if they exist
Don't mount local game addons that are disabled
If game uses new manifest, download using that
Fix error loading baks.office
Fix assert crash
Hide "was not precached" asserts because we dgaf
Split Addon to PacksgedGame and RuntimeGame
PackagedGame assembly loading
Initial work on foliage perf optimizations
- Alpha culling by clipping before we even get to the PS
Make specular optional
Fustrum cull triangles
Experiment with culling during shadow pass for foliage
Added transmission
Swap branch materials to new shader
Fix AMD specular issue
Make trees more filled out
Introduced culled_depth variant
Merge pull request #141 from Facepunch/foliage-perf
Foliage performance improvements
Bind hammer properties to watersceneobject
Add Render.IsRenderingMainView to check if current view is the main one, and not a monitor rendertarget
Initial work for HDR & SDR post processing switches
Switch standard post processing to be both SDR & HDR
Remove DoF quality setting, switch to DoF to HDR. Radius automatically picks better kernels
Better scratch target
Better uv calc for example post processing shader
Add RemoveFlags to sceneview
Move ripple texture data to a struct so we can have a cascade of them easily, fix clamping of ripple simulation position around borders
Add water properties toggleable on hammer
Floor view position so that sampling never gets fractional
CCTV - greybox
Aircon - single mount model and adjusted fan lods
Merge branch 'master' of sbox
Output<T> with an enum now writes proper type to the .fgd
PlatformEntity: Fixed stop sound playing when Stop/ToggleMovement is called while the platform is in its TimeToHold wait state
PlatformEntity: Fixed the rotation direction being backwards in-game compared to the visualization
Added DebugOverlay to (Path)PlatformEntity (ent_text concommand)
Merge branch 'master' of sbox
When uploading addons use a 64 bit int for scanned bytes for addons with manifests over ~2.1gb
street cabinets - adjusted tint
Merge branch 'master' of sbox
Iron Fences - LODS
Merge branch 'master' of sbox
Moved Flatgrass to facepunch.flatgrass (plus fixed missing models)
Use an estimated velocity clientside for entities with physics (was just 0 before)
updated gutter and road barrier LOD and physics
Merge branch 'master' of sbox
Reflection.CreateType allows creating generic type
ResourcePaths in AddonConfig (will probably replace SharedAssets too)
CanEditAttribute support for generic types, creating editors with generic arguments
Add Layout.AddLeftToRight, Layout.AddTopToBottom
Give Widget.Data some random value so it triggers a change on null
Add ArrayBind
Added ListProperty<> editor
ResourcePaths path list is editable
Street cabinet 1 - fix for warning label getting tinted
Merge branch 'master' of sbox
Aircon - LODS
Merge branch 'master' of sbox
Only show gamemode packages in local games menu
Add a flip normal option for C_OP_RenderSprites
Enable deterministic compiling
add Addon.GetCodePath()
Use deterministic dll names if compiling for publish
Allow on demand addon compiles, gathering assembies
Allow adding assemblies to manifest upload
Remove unused stuff from CLightCookieManager
Remove all cookies on loop deactivate
Game upload functionality, loose files
Only update light cookie slices on garbage collect if there's still a render device, should fix light cookie crashes on shutdown
Show local addon maps in map list when starting gamemode
Bring editor window to front when selecting game view
adding prefab/road barrier/WIP gutter set + removing construct map prefab
Cleaned up Asset Type list + Added missing icons. https://files.facepunch.com/louie/1b2611b1/sbox_1I27G4MJpB.png
Uncompiled files is fine, just skip them
Hide upload button if org is "local"
Street cabinets - tintable materials
Merge branch 'master' of sbox
Merge addon upload, new addon download system
Remove construct.vmap etc
Give KeyframeEntity (e.g ent_platform) velocity so pawn movers can use their base velocity.
https://files.facepunch.com/matt/1b2611b1/platform_before_after.mp4
Update asset system when adding/creating addon
Fixed needing to restart to enable new addon
Moved Put upload to shared utility
Added Widget.SizeHint
Added protection from Layout stack overflow
Show error popup on addon upload fail
Api calls can throw a catchable exception to report problems
Show upload error
Delete Icon.cs
Throw an error if trying to upload an addon with no files
Don't show upload options on disabled addon
Formalize the manifest/upload apis
Switch to new ManifestSchema
Fix Client.IsUsingVr returning uninitialized data for bots
Use SceneViewFlags_t instead of uint32 for flags
SceneViewFlags in managed, bind ISceneView::GetFlags
hopefully the last time i have to fix shatter glass
Transform quad vertices of shatter glass in C# so it can use correct transform (maps with shatter glass will need recompiles)
Aircon - adjusted aircon body position
small cabinet - fixed lod2
Merge branch 'master' of sbox
Allow sbox glass to be compiled
Aircon - fan removed from body and vent now using its own material
Merge branch 'master' of sbox
ATM - lod0
security light - adjusted position of light
Merge branch 'master' of sbox
Template property binds (e.g @text=) allow non-public and ignore case, matches @ref behavior
FPArms: animated twist bones demo
FPArms: updated AO proxies, hitboxes, & anim constraints (+ moved the latter two into prefabs)
Add Sandbox.Utility.Web.DownloadFile
Add EngineFileSystem.CoreContent
Mount from manifest
Update loading screen
FPArms: new forearm twist setup, moved BoneMarkupList to a prefab
Parking bollard - fixed normal issue on LOD2
Merge branch 'master' of sbox
Fix incorrect bounds check on m_nNumFixedPlanes in CWorldCollideContextData, causing crash in rain particles
Manifest file downloading
Introduced culled_depth variant
Fixed exception Errors not showing in console