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13,479 Commits over 1,522 Days - 0.37cph!

3 Years Ago
make the material editor shader select focus the search input on popup
3 Years Ago
SCSS add image-rendering image-rendering: auto; image-rendering: anisotropic; image-rendering: bilinear; image-rendering: trilinear; image-rendering: point; image-rendering: pixelated; image-rendering: nearest-neighbor; https://files.facepunch.com/ognik/1b0611b1/2021-12-22_43-11-3120fce0-dcf7-46e5-b2c2-817d799f6019-9gUn6NGy.png
3 Years Ago
Remove redundant inherited member on MainMenuPanel
3 Years Ago
Don't render panels on invisible overlay panels 🤦 optimize some other code paths too
3 Years Ago
Fix water fetching depth even without a depth texture, also fixes asserts on tools Fix error on water parameters if they arent set at all
3 Years Ago
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap Interopgen OpenVR's IVROverlay to managed engine Add VROverlayPanel - these are panels rendered in local VR space over the world, input is automatically simulated VR.Init() in MenuDll, set VR.Enabled in Init only since it never changes When in VR create a main menu with an VROverlayPanel, make this wide and 4k so it doesn't look ass Basic interop of IVRInput to managed, get action origins & add VROverlay.SetTransformRelative( VRTrackedDevice ) Add console commands from Sandbox.Menu dll making menu_reload work again Add missing internals to a couple OpenVR structs Add float.MeterToInch / float.InchToMeter extension methods Make main menu VR overlay properly show when ingame Make the loading screen show in VR, add VROverlay.SortOrder, add RootPanel.IsVR set when a RootPanel is owned by a VROverlay If VR is enabled make the GameList.ControlTag default to VR Add 4k & 8k render target sizes to be used as scratch ( dx11 max texture size = 16k ) Use a copy of the current viewport instead of framebuffer when rendering panel backdrop filters Adjust main menu vr size / scaling to a more square aspect ratio and scale it bigger so it's not difficult to read
3 Years Ago
Removed construct vpk, not meant to be commited
3 Years Ago
Merge h2o into h2o staging for integration testing Adjust tunnel combined light for water on construct and remove old water sceneobject Move all sdfreflection code to shared code temp way to pass proxy mesh constants to main pipeline, batch them later only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled Pass AoProxyConstantBuffer in scenesystem Move sbox_water to water, make shaders load without sbox_ prefix pass sunlight constants on a static sunlight Pass object velocity to splash calculation Tidy up watersceneobject setting combos properly, fix material view, deprecate watersea Change parameters of default water material Disable reflections by default on water Add water material property, fix some things with reflection and splash Add water properties in construct vmap Shader objects for water Remove debug print Update watersplash_cs.vfx with our shared includes Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> Use our shared includes on water vfx Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> Unroll loop in water.shared Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com> delete test_sdfreflections Refactor water with needed changes, move Water to Experimental folder, make planar reflection generic Move ripples to a combo Remove high quality reflections from this branch Use generic AddCube function instead of reimplementing it Make debugview internal Make combos in water a bool rather than byte Merge branch 'master' into h2ostaging Merge pull request #124 from Facepunch/h2ostaging New Water
3 Years Ago
Change SetMaterial to SetMaterialOverride to keep it consistent with SceneObject
3 Years Ago
Make AssertX messages more clear
3 Years Ago
Introduce GSMaxVertexCount, CreateSampler as well as common texture attributes
3 Years Ago
ModelEntity.SetMaterial Make the API more clear as this is something people always happen to ask and unable to find
3 Years Ago
industrial strip light - material group tweaks industrial strip light - updated model for material tweak industrial strip light - adjusted emissive values Merge branch 'master' of sbox
3 Years Ago
Fixed ModelDoc GameData nodes without properties not deserializing correctly
3 Years Ago
Remove non existent projects from groups.vgc InteropGen: Adjust ArgDefinedClass for Resource Handles when the arg is not a return Added Model.ToString to include the model path Flush model game data node cache on model recompile Fixed Prop trying to get model game data of NULL model when its model is recompiled
3 Years Ago
industrial strip light and fixture - rotated to point upwards and fixed self ilum Merge branch 'master' of sbox
3 Years Ago
Setup fake lag config values on game server init so they take effect after server restart
3 Years Ago
Mark simple liquid as a non dev shader
3 Years Ago
Hammer: Offset drop targets by bounds for better placement https://files.facepunch.com/layla/1b0311b1/3byFPizZvI.mp4
3 Years Ago
Use HDR buffer for bWantsFBCopyTexture
3 Years Ago
Simplify glowstate names
3 Years Ago
Fix duck, flashlight and slots for controllers
3 Years Ago
Ability to render scenes with an orthographic camera `scene = Add.ScenePanel( SceneWorld.Current, CamPos, Rotation.From( CamAngles ), 45, true );`
3 Years Ago
Industrial strip light and fixing point- lod0 Merge branch 'master' of sbox
3 Years Ago
Prevent Surface being able to have itself as the base surface Fixed GlassShard.CalculateArea not working on client func_shatterglass: Added ability to change material when the glass breaks
3 Years Ago
Make Model.GetJson internal Added Model.GetAllData<T>()
3 Years Ago
Add support for drawing capsules in tool render utils. Support drawing of capsule hitboxes in CToolSceneHitBoxes
3 Years Ago
BaseTrigger handles touching entities properly when Enabling/Disabling Fixes sbox-issues/issues/1255
3 Years Ago
Whitelist RuntimeHelpers.EnsureSufficientExecutionStack
3 Years Ago
Network Client.IsBot so it works clientside
3 Years Ago
Citizen/animgraph: added flailing while airborne
3 Years Ago
Don't assert in spring joint when min rest length is bigger than max rest length, just calculate the new min max instead
3 Years Ago
BBox return correct corners
3 Years Ago
Nuke sbox_postprocess
3 Years Ago
Convert standard postprocessing shader into multiple passes
3 Years Ago
Introduce multipass support in postprocessing
3 Years Ago
Assert if you try to use post processing on the server
3 Years Ago
Fix nav_edit ghosting cursor
3 Years Ago
Updated Flatgrass
3 Years Ago
Fix access violation in CSceneWorldObjectList::FindChunkForObject Possible access violation fix in CBaseSceneObjectDesc::FillTransforms
3 Years Ago
Cleanup base.fgd & s&box.fgd Removed legacy 'master' property from all entities Removed legacy entities: func_illusionary func_wall func_wall_toggle Removed other entities: func_dustcloud func_dustmotes func_fish_pool func_orator game_gib_manager game_player_equip game_player_team info_intermission point_bonusmaps_accessor trigger_xen_foliage_interaction trigger_foliage_interaction logic_achievement info_offscreen_panorama_texture test_traceline
3 Years Ago
Delete Interp.Engine.cs
3 Years Ago
Remove 'Shadow Casting' property in Hammer from non ModelEntity entities Minor changes Moved explosion code from Prop to ExplosionEntity, which now acts as env_explosion replacement, which was removed
3 Years Ago
updated construct map/ prefab/ material
3 Years Ago
Fixed entity filter in console not working
3 Years Ago
Make Surface.BaseSurface work Also adds Surface.Get/SetBaseSurface()
3 Years Ago
Fix Rotation.Equals
3 Years Ago
Added orientation option to fence tilesets
3 Years Ago
Fix RenderTargetDesc_t marked as enum
3 Years Ago
Merge tool-hooks branch