14,461 Commits over 1,614 Days - 0.37cph!
Documentation pass for asset tags and widget events
Clean up asset browser context menu code a bit
Encode tintmask on unused channel of normal map so we don't need a combo to store translucency in Material API
Tag all Hammer entity icons with internal tag
Do not reset Asset Picker icon size for when opened from native
(Will still force list/grid as dictated by native)
Check compile result is valid before trying to update output handle configs
Add some more known input types
Don't make screen position node a constant
ShaderGraph: Update output handle configs when evaluating nodes so that we never have connections with an unknown color type https://files.facepunch.com/layla/1b0711b1/sbox_VkB7yk9nFf.mp4
ticket machine fix for -862
Recompiled cardboard box material
Recompiled metal wheely bin material
fix for 861
Merge branch 'master' of sbox
Managed Asset Tags (#843)
Fix scenesystem generating an incorrect volumetric fog preview when there's no fog volumes in the map
Simplify how baked fog is declared internally and make it much less confusing for end users
Disable baked fog on hammer
When pressing the console key in editor, only focus the console if it's already visible
Remove unused
Merge branch 'master' of sbox
Add Menu.RemoveOptions and Menu.RemoveMenus (sometimes you want to clear everything but widgets)
ShaderGraph: Make the node filter on context menu actually work https://files.facepunch.com/layla/1b0711b1/sbox_Pwav4kprlr.mp4
Fix static output result funcs not being evaluated when evaluating all nodes, causing not all previews to be working
ShaderGraph: Ctrl+Spin will rotate the model with the camera, giving the effect of the lights being rotated, similar to what we have in modeldoc https://files.facepunch.com/layla/1b0711b1/sbox_BF0qMUeERK.mp4
Add emoji/linebreak test to text overflow test page
Fixes a bug with incorrect forced linebreak positions on fontruns with no linebreaks
Use break-all for server and lobby list titles for visual consistency
Fix bounds on generated sphere
Fix uvs on generated sphere
ShaderGraph: Fix mistake in texture name cleaning
ShaderGraph: Generate tessellated sphere for preview so shaders don't look bumpy and shit https://files.facepunch.com/layla/1b0611b1/sbox_NEn0OBFX0f.png
Fix GraphicsMouseEvent not telling us which button was released
ShaderGraph: Middle mouse button to pan preview camera
Fix another shader compile error in combine node when something other than a float is plugged into it
ShaderGraph: Color input plugs based on connected type, this is useful for when and input has an unknown type, like multiply https://files.facepunch.com/layla/1b0611b1/sbox_FgSqc4RxjO.mp4
Citizen/clothing: updated Posh Dress to latest skinning
Take better care in cleaning name for named constants
Remove delete button from node, this isn't as useful as I thought it would be
Revert time node, a constant time variable shouldn't serve 5 different functions
ShaderGraph: Document remap node
ShaderGraph: Document Voronoi node & add Worley parameter
ShaderGraph: Document noise nodes
ShaderGraph: Redo Screen Position node so it returns a nicer result. Document World Position, View Direction, Normalize, Polar Coordinates, TIle and Offset, Blend
Shader Graph: Add more of the common outputs to time node & add allow a constant multiplier
https://files.facepunch.com/ognik/1b0611b1/sbox-dev_oBbyOvLWXQ.mp4
Citizen/clothing: converted Posh Dress to new rig setup
Citizen: moved height scale preview sequences into debug prefab
Make sure user is always notified of graph errors, clear errors on new and open
Evaluate all nodes for preview they can be previewed even if they're not part of the graph
If project is an addon, add package.base to compiler - lets people use stuff from base in their addons
Make WorldNormal, ScreenPosition, WorldPosition and ViewDirection all previewable
Make component outputs of texture node be constant results, no need to make local vars for these
Generate preview shader code using our own time attribute so we have control over it
Update preview camera in PreFrame so we're not running frame event twice
ShaderGraph: Allow node results to be marked as constant so result funcs can return without creating a local variable for it
Remove F_TEXTURE_FILTERING in generated shader, not used here
Documentation pass for texture and texture coord nodes
Property sheet can grow, fixes dodgy layout
Give texture node group and subgroup settings
Citizen: part 2 of the recent rig update (see commit comments for details)
- Further improvements to skinning: much better deformation between spine0 and pelvis, refinements to the upper arm to shoulder to neck regions, a gentler blend from thorax to neck to head (which also better matches up with the "chin" of the character), and slightly better volume preservation for elbow and kneecap helpers. All of these changes also allow the height scaling feature to hold up better.
- Fixed a small angle drift that had devilishly sneaked into the leg bones (this is the part where I sarcastically profess my love for 3ds Max and Autodesk software in general)
- Fixed the kneecap helpers being the children of leg_lower_*_twist0 instead of leg_lower_*
- Updated the "all-in-one" FBX source file
- Following this model update, there may be very minor seams showing up in some clothing items under specific circumstances; these will be addressed in separate commits
Better position of initial result node on new graph
Add UI options to branch node
Add select all to toolbar
ShaderGraph: Add Ctrl+A to select everything in the graph because I keep trying to do it and realizing I haven't added it yet