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3,339 Commits over 426 Days - 0.33cph!

Today
Cleanup base.fgd & s&box.fgd Removed legacy 'master' property from all entities Removed legacy entities: func_illusionary func_wall func_wall_toggle Removed other entities: func_dustcloud func_dustmotes func_fish_pool func_orator game_gib_manager game_player_equip game_player_team info_intermission point_bonusmaps_accessor trigger_xen_foliage_interaction trigger_foliage_interaction logic_achievement info_offscreen_panorama_texture test_traceline
Today
Delete Interp.Engine.cs
Today
Remove 'Shadow Casting' property in Hammer from non ModelEntity entities Minor changes Moved explosion code from Prop to ExplosionEntity, which now acts as env_explosion replacement, which was removed
Today
updated construct map/ prefab/ material
Today
Fixed entity filter in console not working
Today
Make Surface.BaseSurface work Also adds Surface.Get/SetBaseSurface()
Today
Fix Rotation.Equals
Today
Added orientation option to fence tilesets
Today
Fix RenderTargetDesc_t marked as enum
Today
Merge tool-hooks branch
Today
Update Interop.Menu.cs
Yesterday
Citizen/animgraph: pose/jump/land updates Merge branch 'master' of sbox
Yesterday
Fixed rubber surface having a muzzleflash as impact effect
Yesterday
Improved "Open away from player" behavior for ent_door for models whose x+ axis is not the "inward" direction
Yesterday
updating construct map/prefab/texture Merge branch 'master' of sbox
Yesterday
No need to mark PP Material as static
Yesterday
I should learn to spell Vignette properly
Yesterday
Post-processing stack Pass color/depth buffer to managed post process instead of requesting a copy Initial work for standard post process shader Grain Vignette Chromatic Aberration Lens distortion Keep vignette on top of the lens distortion Example post processing shader Color overlay with additive, multiply and mix blending Panini projection Make vignette color customizable Pixelate Single pass motion blur Blur post processing Depth of field Sharpen Compiled post processing shader Fix post processing offset and scaling Initial work managed post processing stack Added DOF quality for faster single pass dof Compiled post process with dof quality Allow for more than 65565 single shader variations based on dynamic combos Add setting helper for standard post processing shader Passthrough/Copy texture shader Update example post processing shader Deprecate render.postprocess, rework post processing to support layers, automatic ping pong buffers, Automatically clear stack Remove render.postprocess event attribute Improved panini projection Introduce PostProcess.AddGenericToStack for simple post processing Simplify post process setting setter Ability to fade properties in or out PostProcess.AddToStack -> PostProcess.Add, BasicPostProcess -> MaterialPostProcess, IPostProcess.PostProcess -> IPostProcess.Render Fix viewport offset for post processing with new system StandardPostProcessing animation helpers Mask view model from motion blur, Set some nicer default settings Ability to animate from the current set value Compile post processing shader Rework managed post processor PostProcessing Settings, Add configurable and non configurable options, update basic pp post_process -> postprocess Update postprocess path 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 Remove IPostProcessRenderer, move pp init Update shader paths Compile postprocess_standard Update all paths for standard shader Added grain lut Merge pull request #108 from Facepunch/post-processing Rework post-processing and introduce post-processing stack
2 Days Ago
Iron fences - 32,64,128 sized iron fences and post Merge branch 'master' of sbox
2 Days Ago
func_shatterglass: Fix being able to walk through physics enabled unbroken glass & Do not despawn large glass pieces Adjust wood break plank sound to not be so loud Adjust glass impact sound volume Glass surface has sounds
2 Days Ago
Add lift vertex color under cursor for paint tool https://files.facepunch.com/layla/1b2411b1/oV4oWcyObW_Trim.mp4
2 Days Ago
Add navsystem to groups.vgc to fix crash in non steam builds when reloading map
2 Days Ago
Fix RemoveAllDecals not working on WorldEntity
3 Days Ago
Make 'Couldn't load menu assembly' error contain the whitelist errors Change Host.Color for servers from Blue to Cyan for better readability
3 Days Ago
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
3 Days Ago
Citizen/animgraph: updated jump animation + other tweaks/fixes
3 Days Ago
Fixed CollisionGroup.Always acting as a ladder prop_physics debris/weapon collision groups work as expected BaseWeapon can hit debris
3 Days Ago
Fixed ModelDoc crashing when compiling a gamedata node with no valid FGD class
3 Days Ago
Added ModelDoc.Line/EditorWidget/HandPose attributes
4 Days Ago
Save sound loop setting in *.encoding.txt so it's not reset on recompiles
4 Days Ago
Missed an include
4 Days Ago
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
4 Days Ago
ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4
4 Days Ago
ModelDoc: Rotate viewmodel camera with model rotation
5 Days Ago
Fixed ModelDoc mesh import filter not hiding duplicate counter labels when filtering
5 Days Ago
Citizen/animgraph: updated landing
5 Days Ago
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)
6 Days Ago
Add splitting and physics to experimental voxel surface
6 Days Ago
adding hotspot material/textures, attach rope particles, prefabs Merge branch 'master' of sbox
7 Days Ago
Break glass on touch if the panel is broken, allows players to move through it easier
7 Days Ago
Fixed stack overflow when deleting models with lots of models of models
7 Days Ago
Fix Event.Hotload not calling on the server, fixes network tables not updating on hotload and probably other shit
7 Days Ago
Fixed blendable materials not getting their 'Blend Material` tag Existing materials will need to be recompiled for this to take effect
7 Days Ago
Don't try to break glass that's already broken
7 Days Ago
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
8 Days Ago
Fixed Hammer showing custom ModelDoc nodes as entities
8 Days Ago
FGDWriter reads XML correctly for properties
8 Days Ago
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
8 Days Ago
Fix light_environment's sky lighting keyvalues not being setup correctly
8 Days Ago
Animgraph: Add support for tags on single frame anim nodes (needs testing)