11,179 Commits over 1,308 Days - 0.36cph!
Revert time node, a constant time variable shouldn't serve 5 different functions
ShaderGraph: Document remap node
ShaderGraph: Document Voronoi node & add Worley parameter
ShaderGraph: Document noise nodes
ShaderGraph: Redo Screen Position node so it returns a nicer result. Document World Position, View Direction, Normalize, Polar Coordinates, TIle and Offset, Blend
Shader Graph: Add more of the common outputs to time node & add allow a constant multiplier
https://files.facepunch.com/ognik/1b0611b1/sbox-dev_oBbyOvLWXQ.mp4
Citizen/clothing: converted Posh Dress to new rig setup
Citizen: moved height scale preview sequences into debug prefab
Make sure user is always notified of graph errors, clear errors on new and open
Evaluate all nodes for preview they can be previewed even if they're not part of the graph
If project is an addon, add package.base to compiler - lets people use stuff from base in their addons
Make WorldNormal, ScreenPosition, WorldPosition and ViewDirection all previewable
Make component outputs of texture node be constant results, no need to make local vars for these
Generate preview shader code using our own time attribute so we have control over it
Update preview camera in PreFrame so we're not running frame event twice
ShaderGraph: Allow node results to be marked as constant so result funcs can return without creating a local variable for it
Remove F_TEXTURE_FILTERING in generated shader, not used here
Documentation pass for texture and texture coord nodes
Property sheet can grow, fixes dodgy layout
Give texture node group and subgroup settings
Citizen: part 2 of the recent rig update (see commit comments for details)
- Further improvements to skinning: much better deformation between spine0 and pelvis, refinements to the upper arm to shoulder to neck regions, a gentler blend from thorax to neck to head (which also better matches up with the "chin" of the character), and slightly better volume preservation for elbow and kneecap helpers. All of these changes also allow the height scaling feature to hold up better.
- Fixed a small angle drift that had devilishly sneaked into the leg bones (this is the part where I sarcastically profess my love for 3ds Max and Autodesk software in general)
- Fixed the kneecap helpers being the children of leg_lower_*_twist0 instead of leg_lower_*
- Updated the "all-in-one" FBX source file
- Following this model update, there may be very minor seams showing up in some clothing items under specific circumstances; these will be addressed in separate commits
Better position of initial result node on new graph
Add UI options to branch node
Add select all to toolbar
ShaderGraph: Add Ctrl+A to select everything in the graph because I keep trying to do it and realizing I haven't added it yet
ShaderGraph: Fix input value editor not getting restored when node with connection to it is deleted
ShaderGraph: Allow named constants to full customize group and subgroup UI
ShaderGraph: Disable tint mask input, isn't used and seems pointless so get rid
ShaderGraph: Add mask to texture ext types
Move saturate node to transform category + document it
ShaderGraph: Default branch results to both zero, fix shader error when no conditions are plugged in
ShaderGraph: Add option to preview result of selected node, useful for debugging https://files.facepunch.com/layla/1b0411b1/sbox_tzN9VDd1be.mp4
Don't color plug text, not a fan of how this looks
ShaderGraph: Allow named constants to configure material editor UI
Add SelfIllum to texture ext types
Limit graphics view zoom to reasonable amounts
Remove whitespace in texture parameter name
Add delete button to node UI
ShaderGraph: disable filtering on background pattern
Adjusted colour on handles to be more clear
https://files.facepunch.com/louie/1b0411b1/sbox-dev_0BuTFk5GxC.png
Simplify LobbyFrontPage flow, clicking game / map will open their browsers
Fixes highlight not repainting consistently when text selection changes
ButtonGroup: Don't throw if we can't find a button to pick while setting up initial render tree
Fix text selection not working on center and right aligned texts
Format everything in RichTextKit
Nothing changed except formatting. I forgot to do this when bringing it over, forcing it now so it's not a nuisance going forward (mostly spaces to tabs and looking at diffs)
Fix Image panel not updating its size when the texture gets loaded or ScaleToScreen changes
Add support for `word-break` css property (#853)
Supports `normal` and `break-all` values. Normal will break by word, break-all will break by character.
https://files.facepunch.com/crayz/1b0211b1/sbox-dev_Yt8zD84LqS.mp4
Saw blade prop
https://files.facepunch.com/rickgreeve/tbrender_Viewport.png
vr: tracked objects (hands) also use full anchor rotation, not just yaw
vr: remove axis limitation on vr anchor rotation, enjoy throwing up
Update Steam Audio to 4.1.3
Fix temp depth rendertargets hashing incorrectly when changing MSAA setting
Use a capsule rather than sphere for ripplecompute, send velocity data to ripplecompute, makes ripples seem fully connected even in low franerates
Tag r_water_ripples to be removed from engine on next painday :S
Fix intersection flickering in SDF reflections
Make water ripples feel much more natural, fix it exploding
Fix water collision not working, tweak water ripple propagation
async option for RenderToPixmap, fixes thumbnail rendering
Fixed CustomResources not loading for Map Projects loaded through filename (i.e. after compile)
Test for block copying List<T> or T[]
Lists of structs can use array block copying again
More direct copy for StructArrayConverter
Fix possible NRE when logging about methods without declaring types
Fixed setting size of block-copied list
street lamp unit
-now breakable