13,467 Commits over 1,522 Days - 0.37cph!
Animgraph: Give a proper title to sequence picker dialog
Animgraph: Blend 2D: animation picker should be case-insensitive
ModelDoc: Add orthographic view and camera alignment modes
Matrix.ToString
Assert only once if we are resolving outside the rect
Add Render.ClipPlanes
Iterate on compute API
DispatchComputeShader on GameGlue for now
User clipplanes on base shader
Support for quad overdraw in developer toolbar
Choose if SceneMonitorObject should render with HDR
Render.Compute.Attributes didnt come with the cherrypick
Defer network writes to a list, fixes network values not being initially set
Should fix @import case sensitivity
Build net vars on table build, before write
Add tier0 definitions to steam_api.h
Merge branch 'master' of sbox
Refactor so VR stuff in Input is up to date ever FrameSimulate
Merge branch 'master' of sbox
If CSteamAPIContext::Init fails, log which interface failed
Disabke reading embedded shaders for a second to fix ci
Comment out shaderproc from CI for a bit
Intial work on ShaderProc to pack shader headers
CppPacker in ShaderProc
Add ShaderProc to sandbox tools sln
Empty interop.shaders header file for building in dev
Support reading shaders from interop shaders header
Definition file for ShaderProc
Put interop.shaders on vpc
ShaderProc publish profile and bind it to the build pipeline
Refactor ShaderProc
Speedup querying on packed shaders
Start minifying shaders, refactor ShaderProc
update interop shader headers
update gitignore
Set default shader modes if none were found in shader
Allow for usage of PixelInput, VertexInput etc instead of PS_INPUT, VS_Input
Add default compile target and make parameter optional
Common base shader stuff
Update baseshader
Fix normals on base shader
Pack helper shaders too
Merge pull request #30 from Facepunch/shaderproc
Integrate ShaderProc to pack shaders cleaningly to user compilation
Remove debug log
Merge branch 'master' of sbox
AutoFGD: 'Render Properties' to 'Rendering'
Fixed getting broadcast via username instead of userid
Update entity properties
Vary broadcast update period
Tidy up with an internal method to reduce duplication
Create an overload for Particles.Create to tie the particle systems to an entity without specifying an attachment
Lookup attachment client-side using model entity as no animating specific methods are used
Fixed particles only being able to follow attachments on AnimEntity types when using SetEntityAttachment (can now follow attachments on any ModelEntity)
Merge branch 'master' of github.com:Facepunch/sbox
Removing usage of legacy per property metadata keys in AutoFGD in favor of KV3 metadata section like entities already use
The old and new systems cannot be used together (like Asset AutoFGD was trying to do), and the new system allows for any random key-value sets to be stored, not only those from a predefined set in the old system.
This commit also loads data from the new system into the internal fields old system was loading into, so there's no functionality loss.
Obsoletes Hammer.FieldMetaDataAttribute.AddMetadata( List<string> ) in favor of AddMetadata( Dictionary<string, string> )
Fixed bots not copying a player's cursor direction and origin
Merge branch 'master' of github.com:Facepunch/sbox
Hide 'World Model' related keyvalues for SupportsSolids brush entities
Don't ignore [Net] variables set before network tables are built
Streamer refactor
Cleaning streamer apis
Merge branch 'master' of sbox
Update game
Fixed Output<T> not being created properly on entities
Display AutoTags above user defined tags in asset brower/Hammer/etc
Hammer displays Input/Output parameter types in the Outputs tab
Added Output<T>, provides the correct output type in the FGD
Obsoletes Output.FireWithParam, use Output<T>.Fire
AutoFGD: Ignore 'activator' parameter when deciding what fgdtype to write for an Input
DrawScreenQuad fixes
Post processing render event (test)
Asset.AllByPath is case insensitive
Asset loading file extensions are case insensitive
And "operator end cap state"
ParticleEditor: Make some common properties not hidden by default "Screen Space Effect" "Operator Fade" "Time Offset" "Timescale Modifiers" and "Strength Modifiers"
Rubikon: Don't backup body if we're stuck
Hide overlays from Materials tab in Hammer, they appear in Overlays tab already
Ignore _bakeresourcecache.vpk files in asset browser
Automatically hide Hammer entity icons from Hammer's material list
This is so that there's less useless clutter in Hammer's material selection
Asset browser displays and searches though real file extension, not the asset type file extension (which is jpg for all images)
Lighting Preview files are extracted next to the map itself, not in the "leafiest"/last loaded mod
Fixed issues with addon folders with capital letters
Replication supports List<BaseNetworkable>
write baked light probe cache vtex via full path so it doesn't end up in the wrong folder
Panel selection favours visible
Added Render.UI.MatrixScope
Fixed template stylesheet links starting with "./" not hotloading
Fixed not parsing rgba( 255, 255, 255, .5 )
Snap scrolling to grid, prevent weird looking shit
Merge branch 'master' of sbox
Fixed path_particle_rope not showing up in game
Fix scissoring not inheriting parent scissor properly
Added ClipRect, scissoring happens INSIDE borders now
Pass in multiple solutions to vsopen, will use one that is open
Add ogg support to sound compiler
Necessary key values on map compile for node<->path linking in C#
Fix errors and performance issues with huge network lists
Fixed EntityComponent being fucked