13,509 Commits over 1,522 Days - 0.37cph!
Documentation pass
Hidden Water.Think
Obsoleted Water.EnableShadows, EnableFog & EnableRefraction
Hidden GradientFogEntity.TickFrame, ParticleSystemEntity.OnMapCleanup, PrecipitationEntity.ClientTick
Implemented ParticleSystemEntity.SetControlPoint
Hidden SoundEventEntity.OnStartSound, OnStopSound
Made SoundEventEntity.StartSound, StopSound public
Added srcds genereated file to gitignore
Documentation pass
Cookie system does backups on save, add warnings on load failure
Trying to track down an issue where all cookies get reset
Hide a bunch of internal entity methods
Do not fire BaseTrigger outputs if its disabled
Renamed TriggerMultiple.Wait to Cooldown
Citizen/clothing: buttoned shirt skinning pass
Fix color picker stomping hsv sometimes
A working example for the VirutalScrolling ui test
Citizen: more misc. fixes
Make _metal and _trans suffixes actually work in create material from image
Fix addon editor getting squished and not scrolling
Asset Browser: use User order for cloud assets so you see your shit first
Asset Browser: can search for cloud materials
Hammer Asset Browser: double clicking a cloud material will install and set the current material to it
Citizen: further updates & misc. fixes around the head & its shoulder seams
Previously updated clothing included in this commit
Documentation pass
Internalize BaseFileSystem.Watch/Watch(string), WatchEnabled
Only used internally.
Added PhysicsPoint.Transform
Added debug overlays for constraints (ent_text), clean up accessibility & docs
Allow non power of two textures in materials, strip some gameinfo image preprocessors code we'll never use too
Can publish materials to asset.party same way as models
Add global:: to codegen EditorBrowsable attributes to avoid errors if the class has a property called System
Complain when sending too many console commands
Fix exception when uploading over 2gb
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