17,347 Commits over 1,338 Days - 0.54cph!
Get rid of environmental interaction stuff too, it's unused so no point in having it
Get rid of xen animations
Rename all pixel/vertex struct members to simpler names. Allow API to handle both cases of the old & new name
Citizen/animgraph: moved holdtype compositing weightlist management into a single reusable subgraph
(Currently used on pistol only, though)
Add PhysicsBody.CheckOverlap to check if another body overlaps at a given transform, ignoring all collision rules
Use actual depth from projection rather than a depth sample for initial fetch
Citizen/animgraph: added animations + implemented exit states for roll & ledge grab, cleaned up Global Feet IK management & a bunch of other minor things
Prompt save when opening from recent files also
Prompt user to save when trying to create new or opening new graph while current graph has unsaved changes
Add filter edit to node context menu and sort into category submenus
Give nodes better categories
Sort by category
Don't apply same undo level
Create connection to new node when created through drag + context menu
ui: box-shadow blur bloats the rect and renders properly
Ask vfxc to output compiled shader info instead of bytecode
Serialize compiled shader info to temp dir
Recreate static combo data from serialized compiled shader info
Plug texture filter into generated code to test preview updating
Check substitute types don't inherit from a swapped-out type
If type substitution fails in DefaultUpgrader, just substitute null
Fixed possible NRE in ReflectionUpgrader.GetMatchingMember
Fixed recompiling addons that reference a changed addon
Fixed possible NRE in ReflectionUpgrader.GetMatchingMember
Fixed recompiling addons that reference a changed addon
open cardboard box
gib fix
wiring cap
reduced polycount and adjusted lod
mattress
col tweaks
cardboard box
open and closed version new and old skin
Merge branch 'master' of sbox
Check substitute types don't inherit from a swapped-out type
If type substitution fails in DefaultUpgrader, just substitute null
Restore required texture size bindings, should've only been removed from descriptor sets
mattress
made it more floppy, now bends both directions properly
Fix the remaining shaders with the new updates
Allow procedural for both post processing and surface shaders
Remove #pragma optimize("", off)
Menu: Validate GamePackage.Usage in GameScreen to prevent NRE for local projects
Kill legacy Fade Scale dx7/dx8/360 render property on models that's not hooked up to anything
UI: Software culling accounts for transforms too, fixes them disappearing randomly sometimes
UI: When early culling account for shadows so if we're scrolling and should only be able to see shadows it'll still render
Fixed Package.FindAsync failing to deserialize PackageUsageStats - fixes Sandbox and Asset Browser cloud tab
Use a more detailed cubemap and skybox
Some more unary nodes
Add dock restoring
Display g_flTime in properties
Fill out shader description from graph
Add texcoord node
Improve placement of external gibs for multi body props
Serialize other properties of graph, handle node serialization separately
Reset properties target when there's a new graph
ci: doesn't matter if git stash has nothing to stash, carry on with the build
delete more dx9 shit
Nested main thread render layers work better with texturemanager, fix potential case where some hookup jobs weren't being fulfilled properly in main thread render layers
Add sampler properties to texture node
Add console tab for convenience
Quick adjustment to clothing icon of standard_skirt
Optional texcoords on texture node
Add Vector2 node
Standard Skirt added
Added simple skirt, LODs and Skinning adjustments coming soon after.
Cleanup template shader and material used in shader editor
Set toolView attribute so depth prepass gets disabled (wireframe doesn't render correctly with depth prepass enabled)
Only add existing files that exist
Add saved file to recent files
Only write generated shader to tempdir before invoking compile so we don't stomp on it while compiling
Remove hlsl output
tolower all recent file paths
Draw spinning circle to show when preview shader is compiling
Texture node
Generate code for textures
Move render states to ui/pixel.hlsl so we don't set them all the time manually
Strip and cleanup UI shaders. Move all helper funcs to their own file instead of copy pasting them. Use our public facing names instead of internal names
Fix optional entry points not being found when behind definition guard
Backport new base/dx11 rendersystem changes so other backports are easier; removes obsolete dx9 stuff, better barriers, finalize RenderTtextureDetail replaced with required mipsize
Fix nvwgf2umx crashes - these were being caused by blocking resource loads within managed render blocks; these would run the texture manager's hookup jobs, which would include async hookup jobs for texture streaming, but also the textures we wanted immediately. The problem with fulfiling these texture streaming hookup jobs is the render thread is already executing and a texture streaming hookup job is going to invalidate them by replacing the contents. This would happen more frequently for slow pcs where their texture streaming can't be fulfiled fast enough. I've hooked up a simple system to only fulfil the hookup jobs of the textures that have been requested during the render block.
Menu: Fixed GameList entries not opening game front