13,480 Commits over 1,522 Days - 0.37cph!
Added the ability to bake self illumination during VRAD baking using the base shader
https://files.facepunch.com/ognik/1b1211b1/2021-12-17_52-29-6d90854a-8c52-447d-87d3-63d46858afe5-v7ymLq83.png
Allow shaders with materials to support lightmapping
Build shader stuff with VS2012
Fix reflection vector for planar reflections on water
Fix reflection scale in planar reflections in water
Fix clip planes to be able to use matrices
Remove Render.ClipPlane.cs, we'll do it simpler
Don't do depth prepass on monitor views, pass values from clip plane parameters to GPU
Expose scenemonitorobject attributes
Add attributes to monitorsceneobject and add clipplanes to it
Refactor clipplanes on shaders
Refactor watersceneobject, rework on planarreflection
Remove comments that are no longer applicable
Compile water shader
flatgrass quick clipping fix
Updated Flatgrass fixed grass blend + adjustments to garage area
Fixed typo in bindings_knuckles.json that causes right hand trigger to not function
Hookup map IO on the 2 construct prefabs that use navblockers
Scale game window with DPI, added Widget.DpiScale
industrial strip light - smashed gib
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Industrial strip light - LOD's
Merge branch 'master' of sbox
Fixed treeview yellow
Don't set a maximum game screen size
Fixed tools loading outside of tools mode
Introduce sepia backdrop filter
Introduce text-underline-offset, text-line-through-offset & text-overline-offset
https://files.facepunch.com/ognik/1b1111b1/2021-12-00_30-52-19b734e5-c1ec-4c6c-8787-64bd8acfc3e5-BqpYdqRi.png
Fixed underline to automatically gap
Moves towards how browsers normally do it: `text-decoration-skip-ink: none;` can be used to prevent this
https://files.facepunch.com/ognik/1b1011b1/2021-12-23_53-02-500ea5f5-5430-4ad5-af3b-a693b0ec9887-MRKV6rTn.png
Added support for text-decoration-style, text-decoration now works according to the CSS standard
https://files.facepunch.com/ognik/1b1011b1/2021-12-22_07-14-0646cece-1547-4f6c-92fb-45cd4933ea4b-uAws6Zd3.png
Change text-decoration to text-decoration-line. Make text-decoration actually work like text-decoration
text-decoration: line-through 8px red;
https://files.facepunch.com/ognik/1b1011b1/2021-12-18_15-31-c7256c37-6f84-4b16-ab71-9335c3a45e47-C7UvKigg.png
updated construct mat/text/etc...
Unify BinaryReader/BinaryWriter extensions
Added Entity.Write(), Entity.Read()
Fixed BinaryWriter/BinaryReader entity extensions
Make all BinaryWriter/BinaryReader extensions use the class Read/Write methods
Added BinaryReader.ReadRotation
Added Rotation.Write
Added Vector2.Read/Vector2.Write
Mention light probe volume in func_water's description
Fix Water Ripple stuff creating errors and not working
Merge branch 'master' of sbox
text-decoration-skip-ink: all; and text-decoration-skip-ink: none;
https://files.facepunch.com/ognik/1b1011b1/2021-12-02_31-58-73d50fcb-db83-4f78-ba7e-12eaf88a0afd-JWTnShMw.png
Ensure VPK packing and unpacking works on different paths
text-decoration-thickness support
https://files.facepunch.com/ognik/1b1011b1/2021-12-01_10-01-eab87a3c-171f-4aa9-9039-54706cf7d340-5YWxmfTA.png
NavMesh BuildPathEx
NavPathData -> NavNode, Query area attributes. Remove edge
Ability to get the nav areas attributes at any given point
Update documentation
Improve navigation enums & docs
Merge pull request #122 from Facepunch/nav-ex
Add BuildPathEx which returns more information about the traversal path
Add text-decoration-color to SCSS
https://files.facepunch.com/ognik/1b1011b1/2021-12-00_21-07-727339f9-858e-48c7-b924-3c2b3a859976-yZu5yzyV.png
Added filter: brightness, contract, invert, hue-rotate
Add back filter: sepia; filter: saturate;
Added text-decoration: overline; Added the ability to pair multiple text decoration styles together
text-decoration: underline line-through overline; now works
https://files.facepunch.com/ognik/1b0911b1/2021-12-18_38-12-726c7949-67bb-4944-9839-266fe291cd2b-qWaHbWxd.png
AssetBrowser: Fix mod select not restoring properly when all mods are disabled
Hammer: Save and restore hammer asset panes asset browser so selected addons persist between sessions
Fix typos in Panel.Children causing NRE's
Fix inheriting from LibraryAttribute not working for entities clientside
Hide obsolete water entities from Hammer, update base.fgd
Make Color/Color32/Rotation/Vector3.Read static
Make Angles.Write not static
Add new named colors from the latest CSS spec
Added more helpers for font-weight
hairline, thin, ultralight, extralight, light, regular, medium, demibold, semibold, ultrabold, extrabold, heavy, black, extrablack, ultrablack
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Default use behavior will try to see if parent entity is usable if the one aimed at isn't
Added "Static" property to prop_physics - if set disables physics (gravity) and acts as a nav blocker
Implement AttachmentOffset and AttachmentType for ModelParticle ModelDoc node for prop_physics
Allow world mapping on base shaders
Fix unable to save/compile assets to addons added by addon_add
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tweaked industrial strip light materials WIP
Enable debugging on dev shaders
industrial strip light - adjusted normal map to make bolts more visible on fitting
industrial strip light - adjusted emissive map to increase range
Added ability for ent_door to be breakable.
It uses all the same systems as prop_physics do. So prop_data node on the model sets health, break pieces are used from the model, and there's an option to not have the door breakable even if the model is. Added OnBreak output.
By default doors are not breakable.
Hammer: Don't offset initial drag drop model, fixes incorrect placement on grid
Transform hull bounds to be safe