14,461 Commits over 1,614 Days - 0.37cph!
Citizen/clothing: added "stopgap" twist setup to shorts, trousers, and vests
Citizen/clothing: added "stopgap" twist setup to jumpers, shirts, and shoes
Citizen/clothing: added "stopgap" twist setup to jackets (testing with this one is parts of the prefab really need to be disabled situationally; if the build server doesn't throw up an error on content compile, then we're good)
Citizen/clothing: added "stopgap" twist setup to gloves
Citizen/clothing: added "stopgap" twist setup to dresses
Citizen: updated the "stopgap" VMDL prefab that should be applied on models with the old Citizen skeleton & merged the two into one (because when flattened, they auto-sort into the proper categories)
beer bottle
texture adjustments
Merge branch 'master' of sbox
Citizen: updated skeleton & twist helpers to use the "containerized" setup seen in the Humans rig + improved behaviour of procedural constraints
This greatly improves the way limbs behave when squashing and stretching, especially when using the height_scale feature, and most notably their upper parts, which were unable to do so properly before.
**IMPORTANT:** this doesn't "break" old VMDLs, because the new twist bones are named differently (previously "twist", now "twist0" & "twist1"). So there is a sort of barebones level of "retrocompatibility". However, it does mean that the old bones will stop twisting. The ideal solution is to fix your clothing items etc. to use the new bone names & transforms, *BUT* as an easy stopgap solution, you can import a prefab onto older VMDLs (like clothing items) which contains the old constraints, and they will run inside that VMDL, separately. (This does mean they won't benefit from the improved squash/stretch, but it will at least keep the helpers running as they did.)
There will also be a minor skinning update in not too long to push this to be as good as possible.
Fixed NRE when adding an Asset Browser bookmark when you have none
IntProperty signals value change when drag editing
Make TagPicker Clear button visually distinct and added a Close button
https://files.facepunch.com/rubat/1b2411b1/vbTuFC4SMP.png
Fixed case where TryLoadGameResource<T> throws instead of returns false
Fixed .csproj for tool packages not referencing EditorBase
Update shaders with NaN fix for directional lightmaps
Network direct playback current sequence and cycle time with error checks on, this allows server to force the value due to prediction error checking
Add animated entity animation list to inspector which allows animation to be played with direct playback https://files.facepunch.com/layla/1b2411b1/sbox-dev_iLglY6m8tx.png
Fixed inconsistency in text-shadows with multiple lines of text
https://files.facepunch.com/crayz/1b2311b1/Photoshop_ZFN5bkrhnW.png
Bring directional lightmap variable changes to standard shading api
Fix NaN on directional lightmaps
Fix some warnings
Fixed AssetBrowser tags not visually restoring from history on creation
Fix front samples need less taps
Add front facing dof blur
Add options for front/back blur to DofPanel
https://i.imgur.com/z1dbv1X.jpeg
Do inverse fetch for back pass filtering
Replace RichTextKit.dll with a stripped version of its source (#820)
beer bottle
old skin
metal wheely bin
added gibs and made it breakable
Merge branch 'master' of sbox
Support reading / writing Rays as client input
Let static RPCs be nested in other static classes (correct branch this time)
beer bottle
wip, may have some sorting issues
Merge branch 'master' of sbox
Remove stuff from renderingworld that's from old renderpipelines ( Old SSAO, Old SSR, Dota Depth Prepass, retinaburn )
Fix shadowing on standard shading model, also fixes shadowing on debug visualizations for custom shaders
https://files.facepunch.com/sam/1b2311b1/Hammer%20-%20%5Buntitled_1.vmap%20_%5D%202023-02-23%2009-56-29.mp4
Remove r_ssr and ssao ref from mapdoc
Escape HTML in console messages, only show first line (#819)
* Escape HTML in console messages
Inspecting stuff still works fine
* Only show the first line of console messages
Inspecting them will show the rest
Make sure we're passing lighting constants to screenspace particles
Sfm: Fix crash when recording game
Add resizable graphics item for when I need it
Fix swizzle node causing shader compile error when there's no input
ShaderGraph: Fix WorldPosition node
Don't draw baked fog lighting on hammer, was causing volumetric fog to be drawn twice after compile
Add decode normal option to transform normal node (default true) and add normalize node while we're at it
Demote SwappedOutAssemblyReference error to warning
Group hotload result entries with the same message to avoid console spam
Fixed NRE in HotloadResult.ToString()
Log an exception if one type takes over 80% of total hotload, and >500ms
Fix how screenspace particles are drawn, just draw them directly rather than allocating another render texture to them
Only show VR overlay for screenspace particles if we're on VR mode, update post_process shader
Fix some stuff and pull reflection compositing changes from SSR branch so we don't need to compile shaders twice when that's merged
hlsl_parser: Remove D3D9/GL const defs, register allocations and glsl wrappers
rendersystem: RenderContext set their associated thread index from RenderSystem_GetThreadIndex() instead of Plat_GetThreadIndex(), this avoids counting non-rendering threads keeping us well within our MaxDeviceAccessThreads
If we didn't find error shader don't bother trying to find a fallback you wouldn't get, just remove the layer, allows us to compile shaders from scratch with everything removed
Small HLSL syntax fixes for DXC + Vulkan (FXC is less strict)
Fix truncation warnings in ViewDirection node (we should never generate code that has warnings)
Add preview toolbar toggle for postprocessing (bloom) default to disabled
Raise output dock when an error happens
Add option to control cubemap feathering
https://files.facepunch.com/sam/1b2211b1/Hammer%20-%20%5Bcube_priority_test.vmap%20_%5D%202023-02-22%2011-53-48.mp4
ShaderGraph: Alert output of any errors when compiling preview shader
Get rid of DX9/GL only CFakeSamplerShaderParamBuilder
Rewrite overcomplicated RenderState overrides, this would break as soon as you edit the grammar files 😵💫
ShaderGraph: Add cut copy paste to menu bar with shortcuts, update some icons
ShaderGraph: Add remap value node
ShaderGraph: Added Voronoi Noise node
https://files.facepunch.com/ognik/1b2211b1/sbox-dev_81UWPPSRdD.mp4