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13,484 Commits over 1,522 Days - 0.37cph!

3 Years Ago
Office chair - red and blue skin as well as tintable skin
3 Years Ago
office chair - lod0 Office chair - removed test version, updated textures Merge branch 'master' of sbox office chair - model tweaks
3 Years Ago
Use the Center +- Radius of Water RenderBounds
3 Years Ago
Make sure water render bounds are larger then ripple radius * 2 and not just radius.
3 Years Ago
Implement `UPathComparer.OrdinalIgnoreCase` and use it for `RedirectFileSystem ManifestFileSystem.Redirect` - fixes not finding non lowercase files.
3 Years Ago
More helpful worker task yielding error Merge branch 'master' of sbox
3 Years Ago
Added GameTask.Yield Merge branch 'master' of github.com:Facepunch/sbox
3 Years Ago
Add SceneObject.SetMaterialGroup( string group )
3 Years Ago
Load all Assets before entities are created clientside, matching serverside behaviour
3 Years Ago
Fix dodgy tangents on glass sometimes (doors in construct)
3 Years Ago
Send blank info about splashes to GPU if we have no new ripple force to simulate
3 Years Ago
Add two tone fog Fix refraction ray on water New normal sampling method for water, other fixes Finish overwater surface rewrite, optimize normal function even further Readd horizon aliasing reduction to new normal method Only clamp to AABB in RippleCompute if our computing radius is big enough
3 Years Ago
Remove native shatter glass code
3 Years Ago
Remove more references to panorama
3 Years Ago
Remove some more misc old code that isn't added to compile
3 Years Ago
Comment out DebugView on water
3 Years Ago
Remove clientuischeme
3 Years Ago
Remove all hlcore ifdefs
3 Years Ago
Remove econitemtoolmodel
3 Years Ago
Citizen: added two ClothShapeList groups, upper & lower (prefabbed) ... and a quick fix to that upper prefab
3 Years Ago
Remove entitydissolve
3 Years Ago
Remove workshop_controller
3 Years Ago
Remove temporary entities except for decal, projected decal, world decal, just incase
3 Years Ago
Get rid of trains and elevators and shit Delete more shit, maprules, multiplay/teamplay game rules, misc shit handled by C# already
3 Years Ago
Remove all remaining AI code
3 Years Ago
Disable debugview on water
3 Years Ago
Squashed commit from water-refactor2 Fix syntax errors cauased from merge due to refactors Get WaterSceneObject & RippleCompute on the refactored API bInMonitorLayer no longer used, calculation of what was used for it is now in rendergamesystem Fix non-viewmodel entities being invisible Add RenderTargetSize to ScenePortal Fix assertions when trying to copy depth texture in some rare occasions Flush our scratch render targets on the moment we first initialize the gameso that it matches the size of the main window When running on tools mode at least, the game will allocate a scratch render target the size of the monitor, rather than of the running viewport until we resize the window, this causes problems on effects that use framebuffer grabbing, and should save us VRAM space by having the texture not overscan Update PlanarReflection API with reflection direction Simplify water input Fix underwater top surface being rendered twice, use hardware alpha for underwater fog blending, more refactoring Iterate on underwater pass of water, start adding refraction to it, major cleanup Add a blank slice after the renderer has initialized when trying to add first lightcookie slice Remove high quality shadows Remove game specific attributes recording Merge branch 'water-refactor3' of sbox
3 Years Ago
Fix DX11 check wrongly checking for DX10 D3D11 device video support is only supported on DX11.1 (w/o WARP), add the proper feature level check
3 Years Ago
Add -dx11novideosupport flag for debug
3 Years Ago
Rebuild worked - revert retail builds back to incremental
3 Years Ago
Remove s1/s2 bridge download system, stringtables, pure whitelists and related code, convars, protobufs. Remove native vieweffects ( we do them in managed ), remove protobufs/ums left from vgui, train, hintsystem etc. * Remove these native entities: game_text, env_beverage, item_sodacan, func_precipitation, func_precipitation_blocker, env_muzzleflash, env_gunfire, env_screenoverlay, env_fade, env_hudhint * Remove loads of UTIL_ code that was game specific or not needed. Try a /rebuild on everything
3 Years Ago
Force schemacompiler to do a rebuild
3 Years Ago
More sbox_gamerules cleanup
3 Years Ago
Cleanup sbox_gamerules
3 Years Ago
Remove basecombatweapon, basecombatcharacter, baseviewmodel, most ai code, misc legacy entities, weapon systems, basically most of the game code we dont want
3 Years Ago
Remove -dx9, -gl, -vulkan command line options which were just making non-existent rendersystems. Remove DX9/GL rendersystems enums and any related hacks that were using them.
3 Years Ago
Fix volumetric fog not working
3 Years Ago
remove all hlalyx and steamtours ifdefs
3 Years Ago
FPArms: couple of quick fixes on the punching animgraph
3 Years Ago
Update first_person_arms_punching.vanmgrph_c
3 Years Ago
Update some Hammer outliner icons https://files.facepunch.com/rubat/1b1111b1/vK6p0Py1jk.png Added filepath to 'Static Overlay' in Hammer outliner
3 Years Ago
FPArms: on punching, foundations & placeholder anims for new first-person features
3 Years Ago
New Outfit piece - Skirt Gone the days of just jeans and trousers, we have a skirt! A slightly more feminine outfit piece. All LOD'd. Also small changes to longsleeve shirt and jacket to fit the new skirt.
3 Years Ago
Block tool specifies it's materials in C#, don't stomp from C++ - lets you specify specific materials on certain faces in a PrimitiveBuilder, useful for if you want certain faces to be player clips
3 Years Ago
Don't be lazy, update Hammer.CurrentMaterial on change
3 Years Ago
oops, fix wrong bind
3 Years Ago
Make PolygonMesh face Material work Add Hammer.CurrentMaterial
3 Years Ago
Iterate PolygonMesh API, remove dumb "Simple" naming from classes, Polygons are Faces instead, document better and optimize. PolygonMesh keeps it's own vertex list, allowing more advanced usages and simpler data stream construction * AddPolygon renamed to AddFace * PolygonMesh.AddVertex( ... ) returns an index you can use with AddFace( params int[] )
3 Years Ago
Fix assert in CChoiceUpdateNode
3 Years Ago
Set m_flCycleZeroTime to anim time if it's zero, fixes newly spawned entities not starting the animgraph at the start of the first sequence cycle. there's probably a better way to do this