14,460 Commits over 1,614 Days - 0.37cph!
Fix ColorOverlay not being able to get reenabled
Reduce strictness of HSL including alpha value
Web standards let this happen
`background-color: hsl(120, 75%, 50%, 40%);`
`background-color: hsl(120 75% 50% / 0.6);`
`background-color: hsl(120 75% 50% / 80%);`
are all considered valid
SCSS HLSA Color Parser changes for CSS4
Functional syntax support with HSLA( `/` for alpha )
Alpha is now optional in HLSA
Hammer: Write surface property names to temp file so it's not in game dir
Hammer: Write surface property names to file so map builder can add them back, fixes static props losing their surface properties
Use InvariantCulture when parsing time in scss too
Fix initial fgd autogen needing config folder to exist
Hammer: CToolPhysics::IsTargetSelected also checks the target parent, fixes grabbing map meshes that were box selected
Hammer: Fix physics simulation selection for map entities that have child map meshes
ModelDoc: Make ConvertPhysicsShapesToAoProxies work on box physics shapes
ModelDoc: Fix new animgraph save path
Add developer shader builder to workflows
Add compilation scripts for debug info
Introduce debug info flag for vfxcompiler
Introduce new header flag in shaders, "DebugInfo"
`DebugInfo = true;` in the shader header will now ship debug info with the header
Revert debug information when building shaders
We have a lot of "DevShader" flags internally, I don't think it's a good idea to ship 5gb of shaders
Fix model path spacing not being copied over
Hammer: Rework how model path data gets provided to world renderer builder and physics builder
Add option to orientate to path
Add option for model path spacing
Draw panel hovered in panel tree
Made Paint a global static
Added EngineOverlay and "paintoverlay" event
Added Widget.NoSystemBackground, Widget.IsFramelessWindow
PanelList highlights selected panel on engine view
VoxelSurface: Don't add mesh to builder until mesh is fully created
qt update (with pdb this time)
Github submodule support
git submodule add now works on github with github URLs as the submodules.
They will automatically download with the gamemode now
Fix caret position on newline characters
qt latest
Add managed widget classname for stylesheets
Hammer: Place models on path with spacing (more options to come) https://files.facepunch.com/layla/1b1911b1/Hammer%202021-12-19%2010-52-55-00.00.13.056-00.00.36.004-seg1.mp4
Hammer: Calculate bounds for model path, fix trace line segment
Hammer: Rename Untie model paths to Collapse model paths
Add CTRL modifiers for delete and backspace too
https://files.facepunch.com/ognik/1b1911b1/2021-12-18_28-28-0beab051-de71-445a-87fe-39df44939834-NrysFZSh.mp4
Add CTRL modifiers for left & right caret adjustments on text entries
https://files.facepunch.com/ognik/1b1911b1/2021-12-18_14-17-a34ec0fc-abe7-492c-a465-54a671062333-4UFj4YgW.mp4
Truncate position of user clip planes
Hammer: Initial support for model paths https://files.facepunch.com/layla/1b1811b1/sbox_TjQ5dE5Xwz.png
Length.ToString
Treeview/node selection callbacks
TreeView.ShowHeader property
Add Utility.Inspect( object )
Open panel in inspector when selected in panel list
Roughness, Ambient Occlusion & Tint Mask now use a slider instead of color input for alternative input
https://files.facepunch.com/ognik/1b1811b1/2021-12-17_47-17-d2926c60-0519-49b7-bab6-67846f07181c-simbcN95.png
Panel tree mimicking old one
Move TreeNode to its own file
Mechanism to wait until tool addons are done compiling
Allow tools to get Root Panel list
Better exception when Sandbox.Reflection call fails
DockWidget gets widget events
OnVisibilityChanged events
Fix window not redrawing background properly
Added [Dock] attribute - allows creating new dock panels
Add PanelList dock
TreeView.Clear
Expose ReflectionNode
Fixed post processing in maps not working if PP stack is empty
- Minor optimization to reduce extra copy, we now only run post processing and copy if we have anything in our stack
- Fixed issue with render targets not updating to the new screen resolution for the standard postprocessing shader
Fix disabled menu options looking exactly the same as non disabled
Frameless window can be resized by hovering an edge
Fix white box to the top left of the window when maximized multi-monitor
Close/Maximize/Restore/Minimize buttons are full titlebar height like native win10
Can use tab to switch autocomplete/history items
Resize game frame on layout
Improved Core basic impact particles
Added DoorEntity.OnDamaged
Merge branch 'master' of sbox
Fix button calling OnClicked twice
Adjusted glass surface, added glass.shard and glass.pane surfaces & use those for shatterglass
Try to reduce spinning of large shatter glass pieces
InteropGen: fixed static functions not generating properly
Make all the tool windows consistent with the editor
Purge all CPhysicsShape of a body, not just CRnShape so our physics shape handles become invalidated properly
Multipass support for render targets and multipass dof
Hexagonal blur with controllable bokeh sides
Give DOF more Bokeh
Use fullres dof buffer
Fix edge aliasing
Full res CoC LUT
Switch to HDR target
Fix drawing with console open
Further improve CoC edge
Use an elipson for CoC edge, make CoC blur togglable
Remove debug printing
Make texture more explicit
Mange all render targets on C# side, use full HDR now
fucking fixed viewport offsets
Use true luminance for disc fill
Introduce screen resolution changed event
Merge pull request #125 from Facepunch/multipass-dof
Rework Depth of Field to have higher quality and multipass it
Don't throw exception when adding null mesh to modelbuilder, we only care about warning valid meshes with no vertex buffer
Same deal for hull shapes
Allow mesh physics shapes to be created from either lists or spans