17,151 Commits over 1,308 Days - 0.55cph!
Remove viewmodels from renderingpipeline, remove D_VIEWMODEL_PASS, remove EF_VIEWMODELPASS, let's do it all on managed
Completely strip references of viewmodel pass in shaders and lighting system
Kill any simultaneous and append shaders from previous compiles, make warnings Yellow rather than Red
Don't warn that no tool was found since we return the value, make vscode have higher priority on opening text based assets
Don't add saving to assets tagged readonly
Update shaders
Update materials again
Don't add fields on empty stuff on serializing shaders, cleanup
ReadOnly property for ShaderResource
RenderAttributes.GetInt returns int (typo?)
Draw bounds for selected model objects
Model helpers don't cast shadows
Bind transform slot to zero in render tools draw so we don't draw shit at the previously binded transform
Add Graphics.Draw that takes list of vertices
Add Graphics.SetTransform so we can change the transform of draw calls
Add basic tool render context that can draw batched primitives
Bind transform in the draw call, has to be done in same scope it seems
Give editor objects and helpers a chance to render
Add DrawSphereHoops
Give render context access to scene camera
Add DrawCircleOutline
Support line thickness
Much better organize shader resource fields
Add ReadOnly stub attribute for DisplayInfo
Fix loading game resource when we don't have a compiled version
Pass each shader program as a field rather than a string when serializing to kv3, makes it better to organize it, also clean it up every time we compile
Paint.DrawRect with individual border radiuses
Add individual radiuses to tab buttons
Cleanup & clamp borders
Serialize combos and which programs are used to kv3
Use new GetShaderFullPath instead of the deprecated GetAbsoluteShaderPath everywhere
Introduce Material.Set so you can change all attributes within a material or shader
This allows you to create materials completely in C#
Add Color
Update comments
Merge pull request #606 from Facepunch/proceedural-materials
```cs
public static void SetupCustomMaterial(ModelEntity myModel)
{
Material m = Material.Create( "my_cool_material", "simple" );
m.Set( "g_vColorTint", Color.Red );
m.Set( "g_flMetalness", 1.0f );
m.Set( "Color", Texture.White );
m.Set( "Roughness", Texture.White );
m.Set( "Normal", Texture.Transparent );
myModel.SetMaterialOverride( m );
}
```
https://files.facepunch.com/ognik/1b0511b1/199966083-b7e9a595-98b3-4e9d-8cc0-b5850db444f8.png
Fix crash when shutting down during a level transition
Citizen/clothing: minor jumpsuit tweaks
Try to generate a better default value for asset identifier
Implemented usage of ValidationAttributes to PropertySheet
https://files.facepunch.com/rubat/1b0411b1/sbox-dev_NBbW8ZiRDE.mp4
Any of System.ComponentModel.DataAnnotations.* attributes work, including custom ones. There are helper functions for this on TypeLibrary and PropertyDescription classes as well.
Use validation attributes on Asset publish inspector
Implement PhysicsShape.RemoveTag
Only change datatable tags on the server (suspect this will fix https://sentry.io/share/issue/2446b124736f483ea51358d927983db6/
Fix crash when changing maps
PerformanceTrace Physics World Step
Add perf trace for EvaluatePose
Add perf trace on trace + prediction
New Outfit Piece! - Puffer Jacket
LODs and skinning adjustments coming ASAP.
https://files.facepunch.com/daniel/1b0411b1/sbox-dev_TYMTx5v14i.jpg
+ Some texture adjustments to jumpsuits.
Fix crash when compiling material
Strip unused WorldGroupWorldInfo
Fix worldgroup crash on server shutdown, see comment in CWorldGameSystem::LoadWorldGroupInfo
Introduce Material.Set so you can change all attributes within a material or shader
This allows you to create materials completely in C#
Fix default mode on toolswireframe's unified shader
Fix partial shader loading requests on reload
Define default shader parameters for raw materials( Material.FromShader )
This fixes methods like Material.OverrideTexture from not working with procedural textures
Send fonts over network for local games
Hammer API: Add Selection.PivotPosition
Add GameSetting.Step for Float types
Game Settings: Fix float value sliders being integer only
GameSettings: Fix string type settings not displaying
Obsoleting GameCategoryTypes
Throw error in vfxc if we fail to mask a section instead of failing silently
PhysicsBody.GetDominantSurface returns 'default' when no shapes
Give summaries to BaseNetworkable, INetworkSerializer, INetworkTable
adjust advertising material (compile fix?)
more glass material adjustment
adding lit version material to advertising board, adjusted LOD geometry
Merge branch 'master' of sbox
Hammer: Support drag drop from entity tree view because I keep finding myself trying to drag them in https://files.facepunch.com/layla/1b0311b1/sbox_TbxTgCp7lS.mp4
Fix strange bug accessing DragData.Url if it wasn't set, checking for null would somehow fail?
Change model thumbnail rendering back to an animated pose, forgot I had changed this
Append .vfx when loading compute shader since we treat them as direct files now
Reference compiled shader rather than source on material dependency tree
Remove useless line of code
Add menu option to create multiple sound events from selection https://files.facepunch.com/layla/1b0311b1/sbox_ctRq5YvZNX.png
Fix replacement shaders not being loaded correctly
Menu: more adjustments to avatar panel + tweaked eye look
Initial rebase of shader assets into master
Fix Undefined Behaviour In Tiled Rendering
Fix things from shader assets rebase
Recompile all vmat files
Strip mod from d3dinclude
Put certain shader of materials inside folders and strip extension
Readd reflection data when compiling vfx
Don't fixup filename of resources tagged RESOURCE_TYPE_NONE, allows for any filename to be set as a reference
Reference shaders used as a dependency in compilematerial
Fix some icon types not being generated
Fix gameresource attributes not showing properly, fix warning on a material
Remove LoadInternal, simplify and clean stuff
Move compiled load of gameresource to gameresource
Glue LoadKeyValues3File so we don't need to load the entire KV3 blob to read it's header, give support to loading KV3 in GameResource, cleanup LoadCompiledInternal, also add support for eventual custom loading of gameresource
Load GameResources from addons when they are registered, previously they wouldn't be loaded properly
Don't bother compiling shaders if we don't have the source
Don't bitch that it's a binary blob when reading a KV3 to json, it writes the nuance that we want to the member
Start exposing reflection data on shader resource
Fix metadata being erased on shaders :S
Preliminary reflection info for shader resources
Bitch when we're trying to load a shader with legacy name
Fix ShaderMetadata
Rebuild all materials for good measure
Make OpenInPrimaryTool a bool and return if we want to open in an external tool, make it have priority in Asset.OpenInEditor
Add vfx to enginetools path
Menu: center the avatar panel again, by accounting for the left vertical bar
(It also looks nicer with 21:9 now.)
Add UI tests for transitions