13,484 Commits over 1,522 Days - 0.37cph!
Office chair - red and blue skin as well as tintable skin
office chair - lod0
Office chair - removed test version, updated textures
Merge branch 'master' of sbox
office chair - model tweaks
Use the Center +- Radius of Water RenderBounds
Make sure water render bounds are larger then ripple radius * 2 and not just radius.
Implement `UPathComparer.OrdinalIgnoreCase` and use it for `RedirectFileSystem ManifestFileSystem.Redirect` - fixes not finding non lowercase files.
More helpful worker task yielding error
Merge branch 'master' of sbox
Added GameTask.Yield
Merge branch 'master' of github.com:Facepunch/sbox
Add SceneObject.SetMaterialGroup( string group )
Load all Assets before entities are created clientside, matching serverside behaviour
Fix dodgy tangents on glass sometimes (doors in construct)
Send blank info about splashes to GPU if we have no new ripple force to simulate
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
Remove native shatter glass code
Remove more references to panorama
Remove some more misc old code that isn't added to compile
Comment out DebugView on water
Citizen: added two ClothShapeList groups, upper & lower (prefabbed)
... and a quick fix to that upper prefab
Remove workshop_controller
Remove temporary entities except for decal, projected decal, world decal, just incase
Get rid of trains and elevators and shit
Delete more shit, maprules, multiplay/teamplay game rules, misc shit handled by C# already
Remove all remaining AI code
Disable debugview on water
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
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
Add -dx11novideosupport flag for debug
Rebuild worked - revert retail builds back to incremental
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
Force schemacompiler to do a rebuild
More sbox_gamerules cleanup
Remove basecombatweapon, basecombatcharacter, baseviewmodel, most ai code, misc legacy entities, weapon systems, basically most of the game code we dont want
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.
Fix volumetric fog not working
remove all hlalyx and steamtours ifdefs
FPArms: couple of quick fixes on the punching animgraph
Update first_person_arms_punching.vanmgrph_c
Update some Hammer outliner icons
https://files.facepunch.com/rubat/1b1111b1/vK6p0Py1jk.png
Added filepath to 'Static Overlay' in Hammer outliner
FPArms: on punching, foundations & placeholder anims for new first-person features
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.
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
Don't be lazy, update Hammer.CurrentMaterial on change
Make PolygonMesh face Material work
Add Hammer.CurrentMaterial
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[] )
Fix assert in CChoiceUpdateNode
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