13,482 Commits over 1,522 Days - 0.37cph!
Jeans and Jacket shader adjustments and LODs
Jeans now have LODs, a slight adjustment to both the Jeans and the Jacket's shaders and textures.
Remove individual switches for video settings and group under shader quality
Citizen: added neck_clothing bone
Through constraints, this bone effectively removes 65% of the "twist" of the neck, while keeping the tilt and the roll intact. This helps make clothing items look and deform better around the neck.
Merge branch 'master' of sbox
Update citizen.vmdl_c
Citizen: neck_clothing bone experiment
Fixed ClientOnly entities not spawning in properly from maps
Moved EntityManager.DefaultCleanupFilter to Game.DefaultCleanupFilter
So it's open source and easy to modify
CleanupFilter gets real classnames when deleting entities
Removed Library name override for ClientEntity
EntityManager.CleanUpMap works clientside too
Jeans - quick fix
Quick fix, now appropriately replaces the other trouser models when selected.
FPArms: punching right hit 03 anim
Added Jeans asset - ready to wear!
Jeans! We have updated jeans! LODs coming soon, and more pieces to complete the overall outfit...
Satellite dish - added gibs and a prefab git #179
Merge branch 'master' of sbox
FPArms: punching miss 02s and left hit 02
Merge branch 'master' of sbox
Don't add EF_NOSHADOW in CBaseEntity::SpawnShared
Fix CClientChangelevelState invalid client copy & not clearing causing the destructor to wrongly shutdown clients
FPArms: punching right hit 02 anim + minor wrist skinning updates
metal fences - git 129
Security light - adjusting emissive map
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Fixed Event.Run with no arguments trying to run event handlers that have arguments
Hammer: Different icon for entities with missing classes in Outliner
Create entity_tool_icon_missing.png
FPArms: left punch miss anim
street lamp - adjusted origin of light unit
Merge branch 'master' of sbox
Long Sleeve Jacket - LODs implemented
We've got LODs now for the Funnel Jacket!
Completely remove vscript, cya
Add basic sys/gpu mem usage to editor status bar to help identify if we have vram leaks
street lights - git 76
Merge branch 'master' of sbox
Make rich presence work again so it shows the game title instead of "Game" for every game
Completely remove p4lib and p4api, cya
Scaleandmirror modifier fix to Long Sleeve
Quick fix! Needed a scaleandmirror modifier which I was told now about!
Long Sleeve Jacket Intergrated
Some Character Art! How exciting? Will still need LODs, which will be worked on shortly.
Aircon - fix for git 178
Merge branch 'master' of sbox
Fix resolution scaling with water refractions & reflections
Fix resolution scaling with water refractions & reflections
FPArms: punching right miss anim
Fix some issues with Steam Input glyphs reflected in upcoming Steam Client update
* Glyph sizes for medium and large glyphs changed 64 => 128, 128 => 256.
* Glyph style modifiers now work properly with the source files from Steam.
* Added `steaminput_glyph_forceresize` cvar (default on), some of the styled glyphs are still the wrong size on Steam's end, so cvar so we know when it's safe to remove this hack.
* Added `steaminput_glyph_forcetype` cvar, you can test what your game looks like with different controller types easily.
Remove old model editor code
Try just making fast texture tool render preview at 256, RenderThumbnailForAsset crashes seems to vary
send playername in connect protobuf, was previously wrapped in a splitscreen message
Remove splitscreen from engine and all the hacky shit that went along with it
* Input config now handled in InputService instead of SplitScreenService
* Remove split client connects / channels from networksystem
* Remove all remaining references to CSplitScreenSlot
Remove c++ engine camera manager from dota, we do cameras entirely in C# managed already anyway
Delete c++ flashlight code
Remove a bunch of vgui HUD stuff
Delete achievements manager from C++, when we add achievements it'll be easier to do in C# with Steamworks
Remove more unused convars specific to hl2, cs, etc.
Restore host_writeconfig which was hidden away in splitscreen service 🥴
Drop `name` convar that was really just a wrapped steamworks GetFriendPersonaName() call - replace with a cached GetPersonaName()
Ensure fast texture tool doesn't render thumbnail above 2048
Fix crash in fast texture tool, RenderThumbnailForAsset doesn't seem to like large sizes, just half it when over 2048
Refactor how mixed baked lights are calculated to later support multiple lights at once
Removed unused lightbinner that was mostly just duplicated code
Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup
Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once
Up our shader ABI, document changes, and rename elements of that enum to better clarify
Make lighting data structure from shader match what's on cpu side
Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows
Pass number of mixed cascades to shader
Naive shadow atlas downsampling test
Consider mixed light shadows for atlas downsampler too
Add cvar to maximum mixed light shadows, make a lot of this clientside
Add option to render mixed shadows only on viewmodels
Fix self shadowing on dynamic objects with mixed shadows
Add helper method to get the wanted shadow sampler given the context, clean up code
Pass viewmodel shadow sampler on the shader side
Viewmodel shadows on mixed shadows 🙏
Cleanup lightcomponent, reenable shadow fading
Remove unnecessary debug pragmas
Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them
Update core shaders for light rework
Update base addon-level shaders with the light rework changes
https://i.imgur.com/cSffiRg.jpeg
Merge pull request #177 from Facepunch/light-rework-rebase
Light rework
Map Problems detects missing entity classes
Convert "Check for map problems" dialog to a dock widget
It is also now less crash prone.
https://files.facepunch.com/rubat/1b1511b1/o1yfvnAXGW.png
Removed the original respawn_entities console command
Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr
Added EntityManager.CleanUpMap( filter )
Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup]
Added EntityManager.DefaultCleanupFilter
Rename m_SboxCleanupFilterCallback
Remove duplicate code
Merge pull request #173 from Facepunch/map-cleanup
Map cleanup functionality
tweak wheely bin collision/prefab
Wheely bin polish
Improved collision accuracy on wheely bin
Reduced symmetry 'rorsaching' along seams, less noisy textures
Dirt pass inside
Reduced textures to correct texel ratio
CCTV - fix for texture, added cover to hole on mount, adjusted mount pos
Security light - prefab and mount tweak
Merge branch 'master' of sbox
Security light - col tweak
Remove all version control code from tools