13,474 Commits over 1,522 Days - 0.37cph!
No need to mark PP Material as static
I should learn to spell Vignette properly
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
Iron fences - 32,64,128 sized iron fences and post
Merge branch 'master' of sbox
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
Add lift vertex color under cursor for paint tool https://files.facepunch.com/layla/1b2411b1/oV4oWcyObW_Trim.mp4
Add navsystem to groups.vgc to fix crash in non steam builds when reloading map
Fix RemoveAllDecals not working on WorldEntity
Make 'Couldn't load menu assembly' error contain the whitelist errors
Change Host.Color for servers from Blue to Cyan for better readability
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
Citizen/animgraph: updated jump animation + other tweaks/fixes
Fixed CollisionGroup.Always acting as a ladder
prop_physics debris/weapon collision groups work as expected
BaseWeapon can hit debris
Fixed ModelDoc crashing when compiling a gamedata node with no valid FGD class
Added ModelDoc.Line/EditorWidget/HandPose attributes
Save sound loop setting in *.encoding.txt so it's not reset on recompiles
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
ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4
ModelDoc: Rotate viewmodel camera with model rotation
Fixed ModelDoc mesh import filter not hiding duplicate counter labels when filtering
Citizen/animgraph: updated landing
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)
Add splitting and physics to experimental voxel surface
adding hotspot material/textures, attach rope particles, prefabs
Merge branch 'master' of sbox
Break glass on touch if the panel is broken, allows players to move through it easier
Fixed stack overflow when deleting models with lots of models of models
Fix Event.Hotload not calling on the server, fixes network tables not updating on hotload and probably other shit
Fixed blendable materials not getting their 'Blend Material` tag
Existing materials will need to be recompiled for this to take effect
Don't try to break glass that's already broken
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
Fixed Hammer showing custom ModelDoc nodes as entities
FGDWriter reads XML correctly for properties
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
Fix light_environment's sky lighting keyvalues not being setup correctly
Animgraph: Add support for tags on single frame anim nodes (needs testing)
Citizen/animgraph: updated jump anim and airborne poses+blends
Removed debug output from FGDWriter
Make Hammer.EntityTool Attribute not inherited
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
Restore and make obsolete PointLightEntity.LightCookie
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
Support vector2 types properly in fgd and tools
Texture and Rotation support for custom Hammer properties
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
Satellite dish - added lods for whole dish and rounded lod0 edge on dish
street cabinet 3 - material adjustments
Street cabinets - revised street cabinet 1 2 and 3
Merge branch 'master' of sbox
EditorModelAttribute can do different color tint when the entity is dynamic (for lights)
Added Hammer.CanBeClientsideOnlyAttribute
Added 2 internal Hammer helper attributes
Citizen/animgraph: updated Jump anim
Give Logger object overloads