11,341 Commits over 1,338 Days - 0.35cph!
fix docs for Material.AmbientOcclusion
Fix Vector3 left & right documentation
Fix anisotropy spelling error
Just code cleanup to make diffs easier, NULL -> nullptr that sort of shit
Backport improved DX11 buffers; these changes mainly focus on structured buffer alignment
Remove DX9 only concepts from binding buffers
Kill IRenderContext::SetUserClipPlane (Not supported since DX9)
vfx_dx: remove dead dx9 code
Smarter binding of UAV slots to not conflict with RTVs
Fix MAT_OP_STORE_RS_MULTI_SAMPLE_ENABLE never working
Backport GPU Buffer methods ( we should be using these for tiled / transform buffers ideally )
DX11: IBs get their SRVs bound differently to VBs
Merge fixes from Valve for DX11 renderer - nothing massively major here, some asserts, wrong enum fixes, CopyTexture can use DX11 CopySubresourceRegion instead of shaders
DX11: ensure there is always a viewport set for a draw - fixes warning "There are no viewports currently bound. If any rasterization to RenderTarget(s) and/or DepthStencil is performed, results will be undefined."
Delete all source files for DX9 & OpenGL renderers
Animgraph: Rename "Models" dock to "Bone Merge" to make it obvious its for bone merging models
Fix ConsoleSystem.SetValue not setting native convars
Drop the title label too since it's pointless now
Show only SM5.0 attributes in material editor
Queue scale changed for cloth, fixes child cloth not updating scale
Should fix OverflowException
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
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
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
Recursively recompiled all assets
0 isn't a valid depth buffer
Fix vignette making everything greyscale
Disable Dof in avatar menu
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
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
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
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
Replace PhysicsShape.Enable/Disable methods with properties
Replaced with properties that are consistent with ModelEntity properties, i.e. EnableTouch, EnableSolidCollisions, etc., with getters.
Methods are obsoleted.
Fixed precipitation entity being active on spawn even when player is outside of its volume
Added PhysicsBody.EnableTraceAndQueries/TouchPersists/SolidCollisions
Added getters to ModelEntity.EnableSolidCollisions and others
CResourceAsset::CanRecompile - don't care about leafiness
Kill lpv_skycoverage and lpv_sdf from vrad3 too
Get rid of unused Bake SDF compile option that made map compiles always take forever and hide deterministic charting comptations option behind dev flag since that's what its for
Cloud assets use PATH_ADD_TO_TAIL so they don't get prioritized over anything you have locally
Modeldoc morph frame (#548)
Remove some obvious unused netvars from baseentity
Citizen/clothing: batch recursive recompile to reflect the removal of "m_pModelConfigList = null"
Citizen/clothing: flannel (& blue) shirt LOD0/LOD1 improvements & neck seam fix
Fix anim decode cache being used elsewhere even when it's disabled
Sandbox.Engine: Added Dedicated Server launch config