13,459 Commits over 1,522 Days - 0.37cph!
Extract modular vehicle roughness map
Split car components into separate files
Add Circle and Sphere to DebugOverlay
Get pitch, yaw, roll from Rotation separately
Add Rotation From Pitch/Yaw/Roll for when you don't need/want to create Angles
Add thirdperson orbit mode (mostly for debugging)
Move Sandbox.Shaders to base addon, remove test shaders
Strip SM30 and deprecated shaders
strip SM40 shaders that have 50 variants
Remove vr_ prefix from shaders except for actual virtual reality related shaders
Compat layer for existing assets that use old shader names
Remove deprecated shaders from source as well to tidy things up, we can reference them still if we need
Remove prefix on source as well
Throw a decent exception if gamemode is null when trying to insert a player
Fix potential error when reporting compile errors
Transform entity view offset by entity rotation (probably should make this optional)
Give SandboxPlayer a way to override controller, camera and animator for vehicles
Thirdperson camera targets player world pos, not local
Enable gloss and AO on modular vehicle material
More work on car entity
Adding prerequisite folder
Make sure Time is updated properly for the ticks
Merge branch 'master' of sbox
Another attempt at setting bone transforms in localspace
Throw a nicer exception if default surface not found
Untangle filesystem
Fix shiny eyebrows
Status update when menu recompiles
Limit max size of text block texture
Force Garry's Controversial Spacing in addons
Use mathlib for noise
NoiseTest entity
SBox_SetBoneTransform localspace attempt
More work on modular vehicle
Get mixed shadows working
Subsurface scattering for baked lights
Further cleanup lightcomponent
Merge branch 'master' of sbox
Fix crazy errors on missing entity type
Added CameraModifier
Expose Easing functions
Added Noise.Perlin
Added Perlin and Random screenshakes
fix sandbox gun
Missing entity type is a warning, not an exception
dm_yard latest
Rust asset fixes
Stripping a bunch of alyx stuff from the fgd
Fix crash in CQColorImage::mouseReleaseEvent
Fix some rust assets
Merge branch 'master' of sbox
Make sure features are enabled properly when creating material from image
Support metalness texture when creating material from image
Fix drone model path. Fix modular vehicle material.
Fix selected asset types getting fucked on initial filter update
Support partial type names in asset browser filter string
Add FindAllAssetTypesByPartialFriendlyName
AssetBrowser: Support "t:material" in search to filter by type
Cleanup create material from image
Fix assert when closing saved material from image
Make sure current tool list item is active when ui is first created
Merge branch 'master' of sbox
Rust structure models
Fixed ModelDoc crashes (caused by having . in lod/mesh names)
Prop scale fixes
Chainfence tweak
Merge branch 'master' of sbox
Add CModelMesh::HasFacesInFaceGroup, should be quicker than FindFacesInFaceGroup
ModelDoc: Material group shouldn't show materials that aren't used (ie, aren't on a mesh)
Try to send entity RPCs only to players that have the entity in their PVS
Fix baked diffuse lights not appaering
Fix cascade shadows dissapearing with low FoV
Move SkyAtmosphere to it's own classlibrary
Move Form to Base
TextEntry blink slower
Fixed NetList not dirtying
GameScreen closer
Added Game.PostLevelLoaded
SetParent allows bone number < 0, treats it as no bone
Added Entity.Transform setter
Call PostSpawnGroupLoad from engine
Sounds
Update game names
Update dm_yard
Merge branch 'master' of sbox
Property Binding
Allow access to System.DateTime
Move text alignment logic to Label
Label.GetCaretRect works with text-align right
Label.GetLetterAt works properly with text-align: right
Added UITests for TextEntry and TextAlign
Devcam, hit hitboxes
Allow bigger blur
Instant Focus
Pipe DoF stuff to pipeline through Renderingworld
Trim a bunch of HLVR rendering code
DevCam autofocus and bind DoF to C#
Post process with DoF
Merge branch 'master' of sbox
Add dm_yard
default gamemode to sandbox
Debug list active games
Handle replicated vars a little bit differently if not in game
Game Screen work
Merge branch 'master' of sbox
Depth of Field
Refactor postprocess shader
Fix offsets being wrong when reading depth on a viewport
Fixed RPC codegen when using virtual/override
Tweak footstep sound events
Renamed FollowEntity to SetParent
Merge branch 'master' of sbox
Added SetParent overload which takes the bone id