13,527 Commits over 1,522 Days - 0.37cph!
ShaderGraph: bit of cleanup
ShaderGraph: Default color node to white
ColorProperty color picker calls ConstrainToScreen so it doesn't spill outside the window (yay)
ShaderGraph: Fix implicit truncation of vector type in TileAndOffset
ShaderGraph: Cut down on repeated code in compiler
ShaderGraph: Fix mistakes in ResultWithAttribute
ShaderGraph: Polar Coordinates, Tile And Offset, Derivatives, Min, Max, Split Vector, Combine, Split & Swizzle Vector
https://files.facepunch.com/ognik/1b2011b1/sbox-dev_Hudlzivyod.png
ShaderGraph: Add Sine, Tangent as well as Step & SmoothStep
https://files.facepunch.com/ognik/1b1911b1/sbox-dev_twOVHsUrxk.mp4
ShaderGraph: Fix length & dot product returning the incorrect value type
ShaderGraph: Added plane preview
https://files.facepunch.com/ognik/1b1911b1/sbox-dev_laaE13NBrZ.png
ShaderGraph: Fix dot product not working, Added Exponent, Length, Log & Saturate
https://files.facepunch.com/ognik/1b1911b1/sbox-dev_U9x1YwNMnX.png
ShaderGraph: Add World Normals, Screen Position, World Position, & View Direction nodes
ShaderGraph: Add Fuzzy, Simplex & Value noise
https://files.facepunch.com/ognik/1b1911b1/sbox-dev_0kzFB40ROu.mp4
ShaderGraph: Fix attributes not being reapplied on tool hotload
ShaderGraph: Fix time node not displaying current time in properties inspector
ShaderGraph: Generate attributes for constant values (only for preview) so they can be updated instantly https://files.facepunch.com/layla/1b1811b1/sbox-dev_lLYq9OwagD.mp4
Launcher: When using a generated game config, make use of its MaxPlayers
ShaderGraph: Fix shader compile error trying to set material input to float2
ShaderGraph: Add secondary coord and tiling options to texture coordinate node
vr: don't log spam unknown controller types, log once
vr: aware of vive focus 3 just so VrInput.IsVive is consistent
Fix cubemap reflections debug vis to have correct behaviour, queued by a shader compile
On SteamMatchmaking_OnLobbyGameCreated, leave current GameLobby, should resolve players getting booted out of newly created games one by one
Fix blendable only showing one channel
Warn when trying to save outside of search paths instead of NRE
ShaderGraph: Add subtract node
ShaderGraph (#807)
Merge Shader Graph https://files.facepunch.com/layla/1b1711b1/sbox-dev_Z6Mk0xaaSB.png
Use text-overflow in has-latest ChatEntry, fixes user messages spanning the whole screen :flushed: https://files.facepunch.com/devultj/1b1711b1/sbox_RQipXQ40dm.png
Don't shrink the player count on server & lobby widget entries
Add support for text-overflow css property (#803)
text-overflow is now supported with `clip` or `ellipsis`
Cleanup Shader ID preview, add more preview modes to tools UI
Assert CSceneObject::ClearMeshInstanceData if owner
CSceneObject::DestroyMeshInstanceData() for owned data
Avoid dynamic alloc for scene object tags in most cases
vmat build (.vfx -> .shader mainly)
citizen compile: I think Max may have pushed whilst this was referencing some WIP stuff?
Don't use [CanEdit(SomeType, typeName)] for all SomeType properties
Unless typeName is just "sometype"
https://files.facepunch.com/ziks/1b1711b1/5BoYCf6102.png
Fix CUBEMAP_REFLECTIONS debug view on both material api and valve code, needs a full shader compile
Remove ShaderIDColors list, shader id colors list is generated procedually, add baked lightmapping debug modes to material API
Recompile blendable with latest changes
Add the ability to fetch the world mapping dimensions in shaders
`int2 g_vWorldMappingDims< Source( MappingDimensions ); >;`
Render state overrider
Merge pull request #804 from Facepunch/render-state-override
Automatically override render states for shaders
You no longer need to define `DEPTH_STATE_ALREADY_SET`, `CULL_MODE_ALREADY_SET`, `STENCIL_ALREADY_SET`, `BLEND_MODE_ALREADY_SET`, `COLOR_WRITE_ALREADY_SET`
Tools: Support `Editor( "tags" )` which internally uses TagEdit - and give TagEdit a default convertor if one is not set
Use TagEdit on entity inspector https://files.facepunch.com/devultj/1b1711b1/sbox_4i2cOMCa2n.png
Darken directional AO results a tiny bit to have better contact
https://i.imgur.com/rLmUM0I.png
Fix most debug views
Start and stop snd_event_alignedbox sounds based on range, we only want to play sounds that can be heard
Fix tangent generation not working correctly for ShadingModelValveStandard, fixes directional lightmaps looking messy on custom shaders
https://i.imgur.com/JlZGHHH.png
ModelEntity.(Local)Position/Rotation affects all physics bodies, not just the first one
sboxgame/issues/issues/2916
sfm: embedded c# asset browser
sfm: fix drag drop assets from asset browser
sfm: resolve drag dropped cloud assets
https://files.facepunch.com/matt/1b1611b1/sbox-dev_rr6iJVzPcd.png
Remove S_TRANSFORM_CONSTANT_BUFFER
Citizen: added a fourth, head-only LOD level (see commit comments)
Head_LOD4 further reduces the tris count, but most importantly completely removes the eyes. This means one less material called, which, in turn, means one less draw call per character at very long distances.
Project Creator: When creating project from template, exclude directories starting with period (.git, .vs, etc) while making sure to include .localization
Add IComponent.Name, set it when deserializing prefabs (since we're storing names already) - fall back to DisplayInfo name if not set / created in code. Use IComponent.ToString for EntityList.ComponentNode
Rework Int/FloatProperty drag value change
Works much better for ints now, faster value change when further vertically from the slider (rather than changing speed from top of the screen)
Add special character validation to package ident
Fixes mouse clicks getting eaten when they shouldn't