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13,474 Commits over 1,522 Days - 0.37cph!

3 Years Ago
No need to mark PP Material as static
3 Years Ago
I should learn to spell Vignette properly
3 Years Ago
Post-processing stack Pass color/depth buffer to managed post process instead of requesting a copy Initial work for standard post process shader Grain Vignette Chromatic Aberration Lens distortion Keep vignette on top of the lens distortion Example post processing shader Color overlay with additive, multiply and mix blending Panini projection Make vignette color customizable Pixelate Single pass motion blur Blur post processing Depth of field Sharpen Compiled post processing shader Fix post processing offset and scaling Initial work managed post processing stack Added DOF quality for faster single pass dof Compiled post process with dof quality Allow for more than 65565 single shader variations based on dynamic combos Add setting helper for standard post processing shader Passthrough/Copy texture shader Update example post processing shader Deprecate render.postprocess, rework post processing to support layers, automatic ping pong buffers, Automatically clear stack Remove render.postprocess event attribute Improved panini projection Introduce PostProcess.AddGenericToStack for simple post processing Simplify post process setting setter Ability to fade properties in or out PostProcess.AddToStack -> PostProcess.Add, BasicPostProcess -> MaterialPostProcess, IPostProcess.PostProcess -> IPostProcess.Render Fix viewport offset for post processing with new system StandardPostProcessing animation helpers Mask view model from motion blur, Set some nicer default settings Ability to animate from the current set value Compile post processing shader Rework managed post processor PostProcessing Settings, Add configurable and non configurable options, update basic pp post_process -> postprocess Update postprocess path Settings iteration Axe SetSettings Remove Set/GetPostProcessingLayerCount Allow creation of render attribute objects Cleanup cpp side of renderer Move post process to global name space DrawScreenQuadEx for rendering with custom attributes Rework standard post process to use its own attributes Shift from IPostProcessRenderer to BasePostProcess MaterialPostProcess now derives from BasePostProcess Remove configurable variant Move blit to post process constructor Remove IPostProcessRenderer, move pp init Update shader paths Compile postprocess_standard Update all paths for standard shader Added grain lut Merge pull request #108 from Facepunch/post-processing Rework post-processing and introduce post-processing stack
3 Years Ago
Iron fences - 32,64,128 sized iron fences and post Merge branch 'master' of sbox
3 Years Ago
func_shatterglass: Fix being able to walk through physics enabled unbroken glass & Do not despawn large glass pieces Adjust wood break plank sound to not be so loud Adjust glass impact sound volume Glass surface has sounds
3 Years Ago
Add lift vertex color under cursor for paint tool https://files.facepunch.com/layla/1b2411b1/oV4oWcyObW_Trim.mp4
3 Years Ago
Add navsystem to groups.vgc to fix crash in non steam builds when reloading map
3 Years Ago
Fix RemoveAllDecals not working on WorldEntity
3 Years Ago
Make 'Couldn't load menu assembly' error contain the whitelist errors Change Host.Color for servers from Blue to Cyan for better readability
3 Years Ago
Initial work on auto saving navs to vpk Allow saving navs to VPK automatically remove garbage comment Simplify VPK extraction and creation for cubemaps and nav Merge pull request #112 from Facepunch/nav-vpk Allow saving nav_save to write directly to VPKs
3 Years Ago
Citizen/animgraph: updated jump animation + other tweaks/fixes
3 Years Ago
Fixed CollisionGroup.Always acting as a ladder prop_physics debris/weapon collision groups work as expected BaseWeapon can hit debris
3 Years Ago
Fixed ModelDoc crashing when compiling a gamedata node with no valid FGD class
3 Years Ago
Added ModelDoc.Line/EditorWidget/HandPose attributes
3 Years Ago
Save sound loop setting in *.encoding.txt so it's not reset on recompiles
3 Years Ago
Missed an include
3 Years Ago
Apply lock on AllAttributes in Library.GetType just like other Library.Get methods try-catch ModelBreakCommand execution Added PropGib entity which is spawned as gibs instead of Prop, and carries some extra data Implemented (and moved to managed) break_create_joint_revolute model break command
3 Years Ago
ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4
3 Years Ago
ModelDoc: Rotate viewmodel camera with model rotation
3 Years Ago
Fixed ModelDoc mesh import filter not hiding duplicate counter labels when filtering
3 Years Ago
Citizen/animgraph: updated landing
3 Years Ago
Citizen/animgraph: airborne side selector (During the post-jumping airborne state, the legs will now match the weapon pose; that is to say, which leg should be forward, if either. This is implemented thanks to Tags on Single Frame nodes)
3 Years Ago
Add splitting and physics to experimental voxel surface
3 Years Ago
adding hotspot material/textures, attach rope particles, prefabs Merge branch 'master' of sbox
3 Years Ago
Break glass on touch if the panel is broken, allows players to move through it easier
3 Years Ago
Fixed stack overflow when deleting models with lots of models of models
3 Years Ago
Fix Event.Hotload not calling on the server, fixes network tables not updating on hotload and probably other shit
3 Years Ago
Fixed blendable materials not getting their 'Blend Material` tag Existing materials will need to be recompiled for this to take effect
3 Years Ago
Don't try to break glass that's already broken
3 Years Ago
info_particle_system fixes Fixed not working in skybox Fixed the particle not being attached to the entity itself correctly Added 'Snapshot File' property Fixed it not sending itself to clients always Fixed it not showing its particle path in Entity Report in Hammer
3 Years Ago
Fixed Hammer showing custom ModelDoc nodes as entities
3 Years Ago
FGDWriter reads XML correctly for properties
3 Years Ago
func_shatterglass additions & changes Added support for parenting in Hammer Added Break input Added OnBreak output Replaced "Is in a frame" property with a "contraint" property - has 1 extra selection for physics glass that starts asleep
3 Years Ago
Fix light_environment's sky lighting keyvalues not being setup correctly
3 Years Ago
Animgraph: Add support for tags on single frame anim nodes (needs testing)
3 Years Ago
Citizen/animgraph: updated jump anim and airborne poses+blends
3 Years Ago
Removed debug output from FGDWriter
3 Years Ago
Make Hammer.EntityTool Attribute not inherited
3 Years Ago
Moved light_environment to engine.fgd (is now auto generated) fade distances and range properties were not moved as they appear to do nothing and make no sense on that entity anyway. Restore light_environment's description in Hammer
3 Years Ago
Restore and make obsolete PointLightEntity.LightCookie
3 Years Ago
Added Hammer.SkipProperty attribute Allows properties of parent classes to be hidden in the FGD light_omni, light_ortho and light_spot are now auto generated into engine.fgd
3 Years Ago
Support vector2 types properly in fgd and tools
3 Years Ago
Texture and Rotation support for custom Hammer properties
3 Years Ago
Prevent stack overflows in FGDWriter Don't write read only properties, and don't write properties whose type is same as the parent class type Vector2 can load from object in a JSON
3 Years Ago
Satellite dish - added lods for whole dish and rounded lod0 edge on dish
3 Years Ago
street cabinet 3 - material adjustments
3 Years Ago
Street cabinets - revised street cabinet 1 2 and 3 Merge branch 'master' of sbox
3 Years Ago
EditorModelAttribute can do different color tint when the entity is dynamic (for lights) Added Hammer.CanBeClientsideOnlyAttribute Added 2 internal Hammer helper attributes
3 Years Ago
Citizen/animgraph: updated Jump anim
3 Years Ago
Give Logger object overloads