13,509 Commits over 1,522 Days - 0.37cph!
Revert "Recompiled Assets" - these were recompiled on an old version
This reverts commit 3859bffe7bb821a43bb261084a1aa6ce35d1b0ef.
Up VTEX_LOGICIAL_CRC_VERSION - This is going to rename all generated.vtex_c and recompile vmat_c, I know this sucks but we have to do it because we've had a determinism bug in the texture compiler for a long time and that's causing our texture manager to shit itself when it expects everything to be deterministic.
Recompile all vmat_c
Remove these generated.vtex_c - how did they even get past the .gitignore
update stubble.vmat_c from merge
Model related docs
Renamed certain extension classes so they are accessible on asset.party
Fixed OOB crash in CModel.GetFlexControllerName
Make Model attachment, morph & bone methods throw on OOB
Black Leather Jacket Reskin Texture
Variation of the Brown Leather Jacket
Docs + Rect.Right and Rect.Bottom
Obsolete lowercase Rect.left/right/top/bottom
Added Margin.Top/Right/Left/Bottom and obsolete lowercase variants
Cloud Asset framework
https://files.facepunch.com/garry/671bcc85-b0e6-4d43-8669-eb4a84ee4a22.mp4
Small adjustments to Stubble textures
Documentation
Added BBox and Sphere overloads to DebugOverlay.Box/Sphere
Clothing Definition adjustments - Hoodie and Hawaiian Shirt
Adjustments to these clothing files to swap out when wearing long sleeve gloves.
New ...Skin! Adjustments to all the skin types
Adjustments to all the skin types, applying slight details.
Added ability to disable collisions for AnimatedMapEntity
Stripped down console system - tools can have console commands
Set locale for CQVectorEdit
PET: Add warning label to control point preview when asset needs to be saved first
Restore material state after Draw2D.DrawText, fixes Draw2D.DrawText breaks Draw2D.Color
Restored Asset.GetCompiledFile, fixes broken addon uploads
Deleting assets leaves the compiled file as junk currently. This will be fixed.
Asset.GetCompiledFile simply appends Source file with _c, mark as deleted when Delete is ran
AssetBrowser: Filter out marked for delete assets
AssetBrowser: Add "Delete Asset" option
https://files.facepunch.com/devultj/1b1911b1/2C4lP0lDqV.png
Another documentation pass
Add more convenience methods to EntityTarget and use them in base ents
Make source_entity argument optional
Added GetTarget, GetTarget<T>, TryGetTargets<T> and TryGetTarget<T>
Fix asserts when setting CurrentSequence.Name to empty string
Now acts as a default sequence for the model.
Damp a little more for water & the fade too
Saturate drag for splashes to prevent crazy waves
Convert reflection, refraction and ripples to attributes for water so the shader doesn't take 30 minutes to build
Revert these two materials
Remove bindless from all shaders, we don't even use this
remove all bindless bullshit from code
Add localize to our shader builder
Looks like we also need rendersystemdx11
resource system too
Update Build-Shaders.bat
Update Build-Shaders.bat
Hopefully this is the last we need
Reintroduce some defines which were defined in bindless for some reason
Whoops, missed float3
remove shaders which don't exist from the compile list
Strip remaining bindless stuff, recompile all shaders
Merge pull request #533 from Facepunch/bindless-remove
strip bindless
Remove some unused game events
Completely rip out native networking for CDecalGameSystem, we handle all the networking now
Hook up decal color to projected decal tint
Decals can now be placed with a tint https://files.facepunch.com/layla/1b1811b1/sbox-dev_CiEtU9Pzke.png
Add softbody to transient scene models that have jiggle bones and filter step them so we can have jiggles in menu https://files.facepunch.com/layla/1b1711b1/sbox_0043.mp4
Add PhysicsWorld.Step to step simulation of transient worlds
recompile all base shaders so all the md5s match
Fix transforms on world panels
https://files.facepunch.com/ognik/1b1711b1/sbox-dev_1f1xWJlEmr.jpg
Allow perspective origin to work in keyframes & transitions
Do matrix multiplication the right way around for web
Actual center perspective origin
Fix css perspective
https://files.facepunch.com/ognik/1b1711b1/sbox_gM0vNXHKVk.mp4
Show text that the map is not compiled (right click menu)
Don't allow Play Map from Asset Manager if the map is not compiled
https://files.facepunch.com/louie/1b1711b1/sbox_xVIWk9hLym.png
Added option to right click Play Map (only if compiled)
https://files.facepunch.com/louie/1b1711b1/sbox_pgrvlRl4qJ.png
Citizen: fixed FBX files using split per-vertex normals export
This had no incidence on anything engine-side, but was very impractical for anyone who wanted to re-import the FBX files back into 3D software. Especially 3ds Max, which dealt with the files so catastrophically as to muster this sort of eldritch abomination, the likes of which I have never seen before in over 10 years of using Autodesk software: https://files.facepunch.com/maxlebled/1b1711b1/3dsmax_2022-09-16_21-14-28.mp4
Remove old unsupported jiggle bone code (s1 era?)
Remove my jiggle_bones_modelspace hack, fuck it
Animgraph: Add note box to splitter so it can be resized
Fixed door prefabs having prop_static handles
Fixed 2 more prefabs having prop_dynamic >prop_animated
Fixed Door prefabs using props_dynamic > prop_animated
Citizen: a batch of technical updates
- Updated all skinning to fix just about everything that had come to bother me in the past 12 months of posing & animating this character model
- Fixed a very small seam between the head and the torso caused by... honestly, some really hellish crap
- Fixed some vertices on the head having incorrectly shaded normals, especially when morphs are active
- Improved ragdoll settings
- Other various misc. fixes
Fixed entity think functions not running
Added AnimatedEntity.AnimateOnServer
Added AnimatedMapEntity as replacement for prop_dynamic
Minor cleanups
Delete prop_dynamic
Added a bunch of new inputs to prop_animated
New Outfit Piece - Beanie! + Black Jeans and Hoodie
New stylish black beanie plus some reskins of the jeans and hoodie. LODs for the beanie to come ASAP.
https://files.facepunch.com/daniel/1b1611b1/beanie_present.png
Do a call to BindRenderTargets before rendering debug overlays, for some reason it complains sometimes that we haven't called it
Added option to set Volume and Pitch on snd_event_point
Added keybind for "Replace Objects With Instances"
Ctrl+Alt+H
sbox-issues/issues/2247
Drop -o from the vfxcompile, we optimize by default so this is redundant
Strip a bunch of useless stuff from depth_only for now, introduce clip planes to depth_only