13,470 Commits over 1,522 Days - 0.37cph!
Disable lag comp on base weapon
Added mechanism for aborting tasks that persist between game sessions
UseLagCompensation instead of WithLagCompensation
Lag Compensation (#79)
Implemented options for lag compensation
Add Mesh.VertexCount and Mesh.IndexCount
Low wooden fence - adjusting collision sizing and removing unneeded beam
Metal fence and gate - collision shape adjustments
Merge branch 'master' of sbox
Add bloom for panels, make panels render with HDR for now
Add Mesh.HasVertexBuffer, Mesh.HasIndexBuffer
Add Mesh.SetVertexBufferSize, essentially reallocating a new vertex buffer
Add Mesh.SetIndexBufferSize
Added various ModelDoc markup attributes for ModelDoc GameData nodes
ModelDoc.Axis
ModelDoc.Box
ModelDoc.Sphere
ModelDoc.Capsule
ModelDoc.Cylinder
Update Cylinder helper rendering in ModelDoc
Add List overload for CreateVertexBuffer, CreateIndexBuffer, SetVertexBufferData, SetIndexBufferData
Fix tonemap scale and bloom for scene renders
split off lamp_post_pole_brachet_01 from its ring, made ring new model, set pivot on lamp_post_door to nearer the mesh, re-added to hammer lamp_post_combined file
Fix text rendering not snapping correctly to pixels again
ModelDoc: Hide translation/rotation gizmo from 'box' helper when they aren't functional
Fixed cached attachment transforms not updating for a frame or two around entity creation
Fixes single-fire particles in Entity.ClientSpawn attached to an entity attachment spawning at map origin
Fixed ModelDoc particle previews ignoring Attachment Offset
Flag old envmap indices as unused
Fixed a minor issue with ModelDoc GameData previews
CMapListService no longer returns _bakeresourcecache.vpks in the list
Fixes _bakeresourcecache files appearing in ModelDoc's preview map selector, possibly other places too
Fix Texture3D, TextureArray and TextureCube not actually being their respective texture types
Dont automatically set vr_multiview_instancing and disable forcing it off
Introduce TextureBuilder.WithUAVBinding()
Allows compute shaders to use textures
Add Package.CanEdit
Multiline TextEntry
Can change game's name and description
Tweak TextEntry up/down when multiline
ModelDoc: Proper previews for compiled GenericGameData nodes
Update base.fgd
Cleanup FGDWriter
Make Hammer.Skip for entities not inherited
GenericGameData fgd autogen
Delete IModelGameData, Add ModelDoc.GenericGameData Attribute
Move door_sounds modelgamedata to c#
Move prop_data to c#
Update models_gamedata.fgd
Move explosion_behavior to c#
More strict usage for AutoGenerate, FGDType and BitFlags attributes
Classes can dictate their own FGD type via FGDTypeAttribute
(So you don't have to put the attribute on every property every time)
Rename ParticleAttachment fields to be consistent
FGDWriter can output classes as "choices" selector in tools
This is a workaround to be able to use strings as data in fgd choices type, which c# enums do not allow.
Move 'particle' (particles_list) modelgamedata to c#
Cleanup
Fix Model.GetData<>() not working with structs
ModelBreakPiece works with Model.GetData<>()
Obsolete Model.GetJson, GetData(str), HasData(str)
Update ModelExtension.cs
FGDWriter can use ComponentModel.DisplayName & JsonPropertyName Attributes
ComponentModel.DisplayName replacing Property.Title
JsonPropertyName replacing Property.Name
If a class as no properties with [Property] attribute, all properties will be exported to .fgd
Delete ParticleAttachmentType
Switch ModelGameData back to JSON for deserialization
Update BasePathNode.cs
Remove no longer needed interop methods
Fix missing 'using' in FGDWriter
Added Model.TryGetData<>
FGDTypeAttribute can now provide choices to fgd properties
Attribute suffix for ModelDoc attributes
Fix recent changes
Make ParticleAttachment public
Hammer.Skip works for enum fields
Engine's string to particleattachment type supports string numbers
Model.GetData<>() supports deserializing to enums
ModelParticle class uses ParticleAttachment enum
Merge ModelDoc.ListAttribute into ModelDoc.GenericGameData, and rename it to ModelDoc.GameData
Demote Model.TryToGetData()'s error to a warning
Update base_modeldata.fgd
Merge pull request #75 from Facepunch/modeldoc-fgdgen
Basic FGD Autogen for ModelDoc
wooden fences - possible fix for player shape getting stuck on edge of col shape
Merge branch 'master' of sbox
security shutter- fixed tiling not working
Merge branch 'master' of sbox
Set TransmitType.Always in GameBase
Fix newlines rendering as a square in dropshadows
Add timeout-minutes to the core job descriptor as well
Compile shaders hammer is complaining about
Security shutter - fixed painted skin having wrong metal map assigned
security shutters - changed painted roller curtain to reduce visual noise on mask
Merge branch 'master' of sbox
security shutter - removed edge bevel on sides - added back faces to curtain rather than backface shader
Merge branch 'master' of sbox
Compile tools_encode_environment_map.vfx
Add PhysicsGroup.Bodies and PhysicsWorld.Bodies
Add PhysicsGroup.Joints and PhysicsBody.Shapes
Added documentation for SceneObj.WantsFrameBufferCopy
Add SceneObject.WantsFrameBufferCopy
Allow color/model tint to work in glass
low wooden fence - ao fix and collision fix
Merge branch 'master' of sbox
Adjust timeout limit for shader ci job
Ability to add a dirt/overlay to glass
Add opaqueness slider to glass, opacity scale now works, hide framebuffer in tool view
Only trigger warning once if we are using an unsupported VR controller
Refactor shaders to fix VR
Fix crash when trying to reload surface assets when there's no physics world
Don't blur out the glass color
Added glass zoom, added transparency to glass, improved viewport offset, added glass blur
https://files.facepunch.com/ognik/1b3111b1/2021-10-23_47-35-9fb418c6-5735-4570-a124-9c535f6056a2-jGHbEtdN.mp4
Add emission boost slider to glass
Account for viewport offset for glass refraction
Allow static array initializers