11,233 Commits over 1,338 Days - 0.35cph!
Delete left over worldrenderer vpc
Remove more references to dota global light
Remove anything in ENABLE_LOD, keep the baked lod builder around though in case we want to try rendering it in the future
Fix cubemap ggx mipgen crashing on AMD, caused by sbox/commit/4df698bcf80ca9346240fdb473ca74fe45df2371
Force flush source cubemap before generating mips on dx11, same amd bug we had before
Don't make dest cubemap array texture a render target, unnecessary
Remove halo gizmo from light ents
Ensure screenshot folder exists when recording video
Stop hunk detected showing all the time
Editor folders (#1265)
- A folder named Editor in your game project's code folder will become an Editor project
- Editor projects can access both the editor and the game addon
- Editor projects are not sandboxed
- These access the GameMenu instance - not client or server
- To avoid conflicts, some editor apis changed.
- - Cookies => EditorCookies
- - TypeLibrary => EditorTypeLibrary
- - Event=> EditorEvent
SceneCamera viewports (#1253)
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| | ▆▅▅▍▇▅ | ▉▍▄█▇▄▄▊▍ | ▅▌▉▍▌▆▊ |
|---------------|---------|-----------|---------|
| ▄▊▉▊▄▌▊.*/* | ✅ | ✅ | ✅ |
| ▇▆▋▄▉▇█.*/* | ✅ | ✅ | ❌ |
| ▅▊▍▇▄▊.*/* | ❌ | ❌ | ❌ |
Slight adjustments to the boxing headgear textures
Add raytracing pipeline support to rendersystemvulkan & vfx_vulkan
* Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num )
* rendersystemvulkan: support raytracing pipelines
* vfx / vfx_vulkan: support compiling rtx shader blocks targeting vulkan 1.2
* CRayTraceSceneWorld without lights for now
Hammer uses managed DockManager
Makes the docking more flexible like our main game frame and lets editor projects add docks to Hammer like `[Dock( "Hammer", "Asset Browser", "snippet_folder" )]` and lets us start replacing native widgets with our own managed widgets easily.
New Outfit Piece! - Boxing Headgear
https://files.facepunch.com/daniel/1b1511b1/HEADGEAR_02.png
Another piece to add to the boxing outfit combo. LODs coming asap!
Extra Vis Hint Options + Fixed boxes on Vis Hint & Info Cull
Fixed numerous prefabs and tilesets + a few new tilesets
Added methods for reading / writing from raw byte buffer to net message
Only try Convert.ChangeType if value implements IConvertible
Prefab editor 2 (#1262)
Cleans up prefab editor. Makes it possible to make prefabs without using the entity system.
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Validate constructors as part of AccessControl
Make m_SymLinks a CUtlMap
Prioritize local files over downloaded (symlinked) files
Editor: set gamemode to CurrentGame, loading map manually / from hammer should use active game
Editor: Add Min/MaxLength to ProjectConfig.Title to match asset manifest spec
Editor: Add Project.Config.Title to review wizard
Editor: check for validation attributes on review wizard page, can't continue if it fails
Updated trace solver from valve
Added Tags to Surface (HasTag, HasAnyTag, HasAllTags - define tags in resource)
Remove ClientEntity.HasPermission (unused)
Shadergraph: Save prompt when closing with unsaved changes
Remove global light usage (used in dota pipeline?)
Remove unused deferred_light files
Delete sprite entities, mostly to get rid of the toolobject
Texture editor (#1259)
Creates 2D textures and basic 2D sprite sheets to avoid having to write vtex and mks by hand
Set known Game.Server fields when running Game.Menu.StartServerAsync (sboxgame/issues#3980)
Make Hammer gizmo sceneworld get added to view again
Sizes passed to ImageRect.Calculate with Undefined unit will correctly use default size
Default text overflow to "None", spec default is clip but ours behaves differently - this will do for now
Give `line-height`, `letter-spacing` and `word-spacing` default values, no need to null check them
Don't implicitly clamp backgrounds if background-size is `cover`
Handle LengthUnit.Undefined gracefully, document
Call GetPixels() on backdrop filter props instead of getting Value directly, fixes percentage/fraction-based filters
Fix edge case for FindDeepestNodeContainingSpan
CSS: Better Autogen (#1222)
Leaves out nullability changes for a later pain day, but includes layout cascade auto-gen, transition/animation default value handling w/ auto-generated defaults, and guarantees a value for every property in ComputedStyles (although the compiler isn't aware of this yet).
Don't moan about missing voice input
Fix basic Random primitives (#1219)
* Fix (Rotation / Vector2 / Vector3 / Angles).Random
* Add some System.Random extension methods
* VectorInCircle
* VectorInSphere
* VectorInSquare
* VectorInCube
* Gaussian (+ 2D / 3D / 4D)
ModelDoc: Add camera near Z setting
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Boxing Outfit
https://files.facepunch.com/daniel/1b0811b1/choose_your_fighter.png
Lods and skinning adjustments coming ASAP.
Boxing Gloves + Boxing Shorts
Plus updated version of the Tanktop
Copy tonemap params from ActivePostProcessEntity to scene camera tonemap params
Enable scene camera tonemap by default
Add SceneCamera.Skybox, port sky entities & client logic to C#
Fix joining a server being fucked
Remove dead spherical vignette code from user shading model