13,525 Commits over 1,522 Days - 0.37cph!
Mattress meta
Give a polite warning when no endpoint when uploading
Trolley
Gibs, should now spawn in the right positions
trolley flap gib
extra gib
Hydrant marker
Hydrant marker model - breakable
Merge branch 'master' of sbox
Obsolete Package.Background
Tests for negative animation-delay
Animation keyframes support background position, background size
Game widgets show screenshots
Fix for new screenshots api
New Outfit Piece - Crocs and Socks!
https://files.facepunch.com/daniel/1b1711b1/sbox-dev_uDFrK56aqf.jpg
LODs and any skinning adjustments coming soon.
Set maximum of 8 mixed light shadows at once, doesn't impact perf much
Adjust light heuristics
Smooth fade in shadows
Small adjustment to thinning_short_cap colour
Mixed Shadows Rework (#710)
* Remove mixed shadow fading, it never worked properly, we can do it better, increase mixed light shadows limit to 4, remove light evaluation budget
* Support for point light evaluation, let sunlight always have highest evaluation score, debug cleanup
* Let directional AO have falloff that better approximates to inverse square law
* Use 8k shadow atlas by default so that we downsample less often, reenable not casting shadows on point lights, needs more thought
* Have adaptive resolution for mixed shadows
* Recode all mixed light selection heuristics 🍷
* Extract importance calculation to CalculateMixedLightImportance, finish it
* Cleanup, remove rest of old mixed shadows heuristics that is unused now
* Cleanup, do shadow computations every .1 seconds rather than evecry frame
* Do a few visibility tests to see if the light is visibile to an entity and not fully shadowed
* Don't care at all for lights behind us that are not overlapping the player
* Tweak visibility testing, let directional lights go into test rather than just checking if sky is visible
* More cleanup
* Ortho lights trace on backwards direction, do shadow queries from light's perspective
* Do backface culling on ortho lights too
* Last final weighting adjustments
Updated func_precipitation
Property for spawn location for camera pos or pawn pos.
Set height offset to property
Removed default particles
Fix recent typo in CManagedRenderLayer::Render setting MSAA level to invalid instead of none, causing a shit load of crashes
Update citizen_debug.vanmgrph
Citizen/animgraph: debugging broken 1D functionality
Citizen/animgraph: added aim matrix to ledgegrab idle & added model-space IK to the state
Can save/restore in editor style edits https://files.facepunch.com/garry/037591e3-f19e-49f0-92a3-030b545250a0.mp4
Citizen/animgraph: small bits of cleanup
Saves Games MVP (#722)
* Initial commit
* Add support for SavedGames package meta using SavedGameSettings class
* Start trying to show saved games in lobbies. Add simple project settings page
* Add Metadata class (extend dictionary, add some methods so don't have to deal with JsonElement bs).
* Add SavedGameCard, SavedGameRow and update SavedGames. Display them all. Move GetSavedGames to package(?)
* Fixed paths
* Simply page in project settings. Add map dependent option.
* Automatically clear current saved game if selecting a different map
* Update current map to one dictated by the current saved game
* Add CachedSavedGame and GetSavedGame( string title )
* Invalidate cached saved games for a package when a game is saved
* Some cleanup - don't cache (for now)
* Use a file watcher and only update saved game file cache when a new one is added or removed
* Remove unnecessary selection border
* Clear current saved game selection when changing target gamemode
* Auto update map lobby to saved game map if map dependent - alter SavedGames buildhash to rebuild if any saved game metadata changes
* Rename
* Early out of metadata is null (dont render)
* Add MapPackage to condition
* Auto update map when selecting Saved Game card regardless of if project is map dependent
* Set correct map dependency value in saved games page at start
* Automatically clear selected saved game if it is now invalid (version difference, doesnt exist)
* Casing consistency
* Some refactoring and allow lobby owner to specify a Target Saved Game Name in the Server Settings. Games can choose to use this hint when saving to decide on a save name
* Fixed name
* Auto format saved game file names
* Use StringComparer.OrdinalIgnoreCase for Metadata class
* Further refactor
* Fix casing
* SavedGame class. Merge .meta & .save. Remove option to set name of saved game in lobby. Other stuff.
* Internal deserialize
* Rename some methods to avoid confusion with the byte[] data
* SetData methods that make sense
* Throw an exception if trying to save a game with no data
* Added SavedGame.Read and SavedGame.Write utility methods
* Added SavedGame.GetFileName
* Added SavedGame.Time (returns DateTime when it was last saved)
* Remove unused using statements
* Some PR changes
New Hair - Thinning Short
https://files.facepunch.com/daniel/1b1311b1/sbox-dev_PNZGQk5dbc.jpg
https://files.facepunch.com/daniel/1b1311b1/Photoshop_ibV1wI1aLn.jpg
LODs to come asap
Citizen/animgraph: added Roll_N animation + graph implementation
Speed controlled through a new, generic "speed_scale" float.
Fix tests to reflect new behaviour of parser
Citizen/animgraph: hooked up ledge grab idle/shimmies to "special_movement_states" enum
(This may change later)
Citizen: aligned ledge animations so that the character is centered (ledge isn't at X=0) + added rough pull up animation
Improve Breakables handling of multi physbody entities
Skip over empty styleblocks
Fix opening stylesheet location when seemingly not clicking the label
Can toggle :hover etc in style editor
Recompile ui_text shader so it uses new scissoring, fixes them clipping badly with transforms
Citizen: raised the ledge animations to 150cm (59in)
Can edit styles in panel's inspector
Try to fix "path must be absolute" exception
Fat gas cylinder
texture tweaks
Merge branch 'master' of sbox
Trolley
Trolley gibs, adding so bug can be fixed with physics
Merge branch 'master' of sbox
New Standard T-shirt and Monobrow!
Two pieces today, standard tshirt with a graphic T design, and a messy monobrow.
https://files.facepunch.com/daniel/1b1211b1/Photoshop_HdLEdOAfPV.jpg
Glow.Material made into a property, get rid of the Error List warning
Fix Editor labels not having callbacks
Can click stylesheet name in panel inspector to open it
Provide filename for stylesheets defined in razor files
Clean up avatar html/scss, use glass styles
Citizen: added ledge grab idle pose + shimmy right/left animations
Fix edge vignietting on single pass gaussian blur
Stencil highlights (#701)
* Initial work on stencil glows
* Unbind SetStencilMode, not really needed, add clear with stencil support instead
* Do custom blending to avoid overdraw and set render priority so outlines blend with eachother
* Update shader
* Bind pattern scroll scale to the shader and compile optimized shaer
* Delete older highlight postprocess shader, actually bind clear with stencil support
* Reduce number of iterations on thin lines
* Remove pattern from being assignable in code, let it be done in material instead,
* Use temporary depth-only rendertarget instead of clearing depth, there are effects that still depend on depth on screenspace postproecss stage, allow binding only depth
* Remove standard shading code from highlight shader, doesn't need it at all
* Put highlight shader on the same folder as highlightrenderer, put the old highlight shader on shaders folder so gamemodes that aren't updated don't break
Don't grab convars all the time for ServerInformation - do it properly in NetworkServer.FillInfo, so it's included in our manifest
Add ServerInformation.MaxPlayers, fixed ServerInformation.ServerTitle being incorrect on client.
updating materials/texture
Glass can now use any polygon shape https://files.facepunch.com/layla/1b1111b1/sbox_0025.mp4
Menu: Ignore #local in GameIcon, since we cache favourited packages, they were all returning as non-remote packages, and weren't able to be clicked to open their game front.
Animgraph: Add warning when using model that has no animations
Fix RenderTarget.GetTemporary not hashing properly, should fix UAV flag error
Store the filename and line number in StyleBlock
Make PseudoClass available on IPanel
Highlight panels with :hover in UI tree
Hide a bunch of useless panel properties in inspector
TabWidget can save its state
Can see panel styles in inspector
https://files.facepunch.com/garry/4a3983e5-f072-45ce-b746-b7b05234d8be.png
fat gas cylinder
refined gibs
Merge branch 'master' of sbox
Enable Yoga fixes for absolute position percentages not accounting for padding edges, and trailing column margin