22,418 Commits over 1,614 Days - 0.58cph!
Settings iteration
Axe SetSettings
Remove Set/GetPostProcessingLayerCount
Allow creation of render attribute objects
Cleanup cpp side of renderer
Move post process to global name space
DrawScreenQuadEx for rendering with custom attributes
Rework standard post process to use its own attributes
Shift from IPostProcessRenderer to BasePostProcess
MaterialPostProcess now derives from BasePostProcess
Remove configurable variant
Move blit to post process constructor
Initial work on auto saving navs to vpk
Allow saving navs to VPK automatically
remove garbage comment
Simplify VPK extraction and creation for cubemaps and nav
Merge pull request #112 from Facepunch/nav-vpk
Allow saving nav_save to write directly to VPKs
post_process -> postprocess
Citizen/animgraph: updated jump animation + other tweaks/fixes
Rework managed post processor
PostProcessing Settings, Add configurable and non configurable options, update basic pp
Refraction mask so that objects don't refract above water, cleanup code, document code, underwater path, delete separate sbox_water_underwater shader
Finish underwater pass
Seamless fog entry, get fog working on C# side, fog combo
managed GraphicsProxyWidget
Exposed painter, manual painting of GraphicsItem
Fixed CollisionGroup.Always acting as a ladder
prop_physics debris/weapon collision groups work as expected
BaseWeapon can hit debris
Fixed ModelDoc crashing when compiling a gamedata node with no valid FGD class
Added ModelDoc.Line/EditorWidget/HandPose attributes
Interop - special handler for enum
GraphicsView events
RenderHints
Event accepting
Simplify VPK extraction and creation for cubemaps and nav
Save sound loop setting in *.encoding.txt so it's not reset on recompiles
Store VROverlays with WeakRef, sort out IDisposable to delete VROverlayPanel.RootPanel
VROverlay input system for UI using input data from OpenVR
Handle scroll events on vr overlays, turn it into InputData for UI
Make vr controllers scroll UI the right way and consume the delta after it's used
VR mainmenu, split out the lobby bar into a seperate offset overlay
Initial work on auto saving navs to vpk
Allow saving navs to VPK automatically
Improve fog and refraction
Nicely formatted DomainPatchConstants and HullPatchConstants on VFX compiler
Code cleanup, make it have our current shader coding style
Apply lock on AllAttributes in Library.GetType just like other Library.Get methods
try-catch ModelBreakCommand execution
Added PropGib entity which is spawned as gibs instead of Prop, and carries some extra data
Implemented (and moved to managed) break_create_joint_revolute model break command
VROverlay: handle key management automatically internally
Add VROverlayPanel<T> where T : RootPanel, acts like a normal VROverlay but automatically renders UI to it
Render VR menu from menu addon using VROverlayPanel, render in 4K so it doesn't look shit
ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4
Remove NativePointer, simplifying managed object pointers in native
Refactored so managed classes in c++ use handles and aren't pointers to classes
Clean up InteropSystem
Refactored m_pManagedPtr to EntityObject
ModelDoc: Rotate viewmodel camera with model rotation
Fixed ModelDoc mesh import filter not hiding duplicate counter labels when filtering
Citizen/animgraph: updated landing
Citizen/animgraph: airborne side selector
(During the post-jumping airborne state, the legs will now match the weapon pose; that is to say, which leg should be forward, if either. This is implemented thanks to Tags on Single Frame nodes)
Add splitting and physics to experimental voxel surface
adding hotspot material/textures, attach rope particles, prefabs
Merge branch 'master' of sbox
Greatly optimize SDF reflections with AABB checks
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap
Add internal managed code bindings for OpenVR interfaces to Sandbox.Engine
VROverlay class in managed with rendering props and render update loop
Basic VROverlay in Sandbox.Menu with a render target texture of the menu UI - probably a shit place for it but can be moved easily.
https://files.facepunch.com/matt/1b1811b1/vrmonitor_A6tO3ufJP9.png
Iterate on VROverlay API, make the coordinate system match engine, poll events and simulate input in the menu.
QBrush, Scrollbars
Rect, Path, Line
Make ellipsoid shapes correct
Break glass on touch if the panel is broken, allows players to move through it easier
Fixed stack overflow when deleting models with lots of models of models
Fix Event.Hotload not calling on the server, fixes network tables not updating on hotload and probably other shit
QObject's can have events
Fix events not hotloading properly
Hotload event, styles load on start
Store widget function pointers in a way that means hotload can find them
Fixed blendable materials not getting their 'Blend Material` tag
Existing materials will need to be recompiled for this to take effect
Compile post processing shader
Don't try to break glass that's already broken
Widget.Children
Bind qApp, hotload stylesheets
info_particle_system fixes
Fixed not working in skybox
Fixed the particle not being attached to the entity itself correctly
Added 'Snapshot File' property
Fixed it not sending itself to clients always
Fixed it not showing its particle path in Entity Report in Hammer
Ability to animate from the current set value
Fixed Hammer showing custom ModelDoc nodes as entities
sdf boxes and iterate a bit on trace function
FGDWriter reads XML correctly for properties
func_shatterglass additions & changes
Added support for parenting in Hammer
Added Break input
Added OnBreak output
Replaced "Is in a frame" property with a "contraint" property - has 1 extra selection for physics glass that starts asleep