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8,282 Commits over 730 Days - 0.47cph!

5 Days Ago
Remove CAsset::IsVisibleForMod - this was causing addons assets to be invisible to other addons assets depending on the order addons were added.. This should fix cases where uploading a map wouldn't upload dependant assets from content pack addons seemingly randomly. As well as let any addon assets see assets in our cloud path so they can resolve references properly.
5 Days Ago
Add TypeLibrary.GetDescriptions() - returns all types Add Material.GetShaderMaterial( shadername ); Add [SceneCamera.Default], which when applied to a RenderHook will add it to the camera by default Fix unable to compile shaders that aren't in the shaders folder Add HighlightRenderer Remove shameful debug code
5 Days Ago
Clothing reskin variations Black Boots, Blue Sneakers, Brown Cargo Pants and Blue V Neck Shirt reskins.
5 Days Ago
Fixed ragdolls incorrectly stopping physics sim in Hammer Fixes launching a ragdoll in Hammer and stopping simulation making the ragdoll unselectable, and spazz out/teleport when re enabling simulation on it.
5 Days Ago
Recompiled shaders
5 Days Ago
Add SceneModel.ResetAnimParameters
5 Days Ago
Remove grime prefix
5 Days Ago
Fix reflections oops
5 Days Ago
Allow fetching diffuse & specular separately for valve shading model Use valve standard for the time being
5 Days Ago
Glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur Blur Allow fogging of grime & glass Allow fogging of grime & glass Allow fogging of grime & glass Fix grime on refraction variant https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg Allow tweaking of the specular of the glass for its reflections Allow tweaking of the specular of the glass for its reflections Delete core glass shader & sbox_glass, new shader becomes glass Fix glass not working properly with tiled rendering off Cleanup & lower default opacity so we don't shadow by default Update some existing glass materials https://files.facepunch.com/ognik/1b0211b1/sbox-dev_QPGRwiTZTq.jpg Missed this shader removal whoops Refraction glass color tint now works with opacity Drop max refraction distance, doesn't need to be an artist tuned. Fix glass tint not working in non refraction mode Allow switch to multiply for color tinting in refraction mode because it can look better in some situations Blur masks Remove grime as a feature and have it on by default, reorganize attribute layout Remove glass from shader compiler Fix grime masks not behaving as expected Recompile with stripped shaders Add attributes to disable blur & refraction we can expose this as a convar is needed then Reorganization & name cleanup - Reorganize all sections within the shader - Refraction can have its own normal map now - Fresnel can be toggled - Fixed an ambiguity with tint color Fix specular not being taken into account on glass transparency Lets get rid of these for now, fixes translucency sorting Update some glass materials again Initial work on new glass shader Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur Blur
5 Days Ago
Glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur Blur Allow fogging of grime & glass Allow fogging of grime & glass Allow fogging of grime & glass Fix grime on refraction variant https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg Allow tweaking of the specular of the glass for its reflections Allow tweaking of the specular of the glass for its reflections Delete core glass shader & sbox_glass, new shader becomes glass Fix glass not working properly with tiled rendering off Cleanup & lower default opacity so we don't shadow by default Update some existing glass materials https://files.facepunch.com/ognik/1b0211b1/sbox-dev_QPGRwiTZTq.jpg Missed this shader removal whoops Refraction glass color tint now works with opacity Drop max refraction distance, doesn't need to be an artist tuned. Fix glass tint not working in non refraction mode Allow switch to multiply for color tinting in refraction mode because it can look better in some situations Blur masks Remove grime as a feature and have it on by default, reorganize attribute layout Remove glass from shader compiler Fix grime masks not behaving as expected Recompile with stripped shaders Add attributes to disable blur & refraction we can expose this as a convar is needed then Reorganization & name cleanup - Reorganize all sections within the shader - Refraction can have its own normal map now - Fresnel can be toggled - Fixed an ambiguity with tint color Fix specular not being taken into account on glass transparency Lets get rid of these for now, fixes translucency sorting Update some glass materials again Initial work on new glass shader Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur Blur
5 Days Ago
Check if we can play map by checking if vpk exists, sometimes asset IsCompiled is false if there's a crc mismatch on something it depends on
5 Days Ago
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }` Move ManifestMount to Sandbox.Engine Static ToolRender class uses the current CToolRenderContext context Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously Create a remote asset manifest within a map doc, save/load remote assets used within the map Simplify mapdoc remote asset manifest, no need for all these C++ bindings ResourceCompilerMap: parse the remote asset manifest and symlink mount any transient assets just before `CResourceCompilerMap::CollectMapDependencies` ResourceCompilerMap: Put the transient asset manifest in the .vpk - this will serve two purposes: publishing should mount before collecitng dependencies of the map, when loading the map locally we need to fetch/mount these transient assets Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest Small cleanup in compilemap, it's okay not to have a .meta file, remove some debug logs Get the debug download text working again, use static dirtying this time so its safer / easier Fix null ref on new maps
5 Days Ago
Revert "Recompiled Assets" - these were recompiled on an old version This reverts commit 3859bffe7bb821a43bb261084a1aa6ce35d1b0ef.
5 Days Ago
Recompiled Assets
5 Days Ago
Up VTEX_LOGICIAL_CRC_VERSION - This is going to rename all generated.vtex_c and recompile vmat_c, I know this sucks but we have to do it because we've had a determinism bug in the texture compiler for a long time and that's causing our texture manager to shit itself when it expects everything to be deterministic. Recompile all vmat_c Remove these generated.vtex_c - how did they even get past the .gitignore update stubble.vmat_c from merge
6 Days Ago
Initial experiments Put HUD and GameUI rendering in hooks Switch to managed render hooks Change some Assert.NotNull to Assert.IsValid Switch post process to work in new system Lets initialize the pointers in CMeshDrawPrimitive_t so I don't waste 40 mins chasing my own tail again Add Render.Draw.RenderSceneObject (lets worry about how much this api sucks another time) Added Render Events for BeforePostProcess and AfterPostProcess Support LOD/Bodygroups in RenderSceneObject managedrenderpipeline.h doesn't exist anymore Add render hooks for rendering just before viewmodel, just after viewmodel Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc Allow SetRenderTarget to set depth too Allow creating common depth formats Add RenderTarget Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color Obsolete SetViewport Don't define D3DCOMPILE_WARNINGS_ARE_ERRORS RenderTarget cache tick, flush Separate function to create a render target using backbuffer size fraction Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes DrawSceneObject kind of do LODs properly In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha Add GenerateMipMaps, rip out a bunch of previous mipmap code Removed unused arg from SetTextureData When creating texture with data, if the data size is the size of the first mip and we have multiple then automatically generate the others (and go apeshit if the datasize is wrong) Throw exceptions is trying to set texture data with wrong size in c# Remove skia mipmap generation, let dx do it for us automatically Allow UI to use mipmaps Fix not being able to load materials during rendering GameLoop::PreRender ain't doing nothing Remove unused IScreenSpaceEffect Render state restores, allows nesting Let toolviews have the managed pipeline Let SceneCameras have a debug name Renderhooks linked to SceneCameras Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file
6 Days Ago
Model related docs Renamed certain extension classes so they are accessible on asset.party Fixed OOB crash in CModel.GetFlexControllerName Make Model attachment, morph & bone methods throw on OOB
6 Days Ago
Black Leather Jacket Reskin Texture Variation of the Brown Leather Jacket
6 Days Ago
Initial work on new glass shader # This is a combination of 2 commits. # This is the 1st commit message: Initial work on new glass shader Grime implementation & let grime cast shadows # This is the commit message #2: Grime implementation & let grime cast shadows # This is a combination of 2 commits. # This is the 1st commit message: Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur # This is the commit message #2: Blur Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur Blur Allow fogging of grime & glass Allow fogging of grime & glass Allow fogging of grime & glass Fix grime on refraction variant https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg Allow tweaking of the specular of the glass for its reflections Allow tweaking of the specular of the glass for its reflections Delete core glass shader & sbox_glass, new shader becomes glass Fix glass not working properly with tiled rendering off Cleanup & lower default opacity so we don't shadow by default Update some existing glass materials https://files.facepunch.com/ognik/1b0211b1/sbox-dev_QPGRwiTZTq.jpg Missed this shader removal whoops Refraction glass color tint now works with opacity Drop max refraction distance, doesn't need to be an artist tuned. Fix glass tint not working in non refraction mode Allow switch to multiply for color tinting in refraction mode because it can look better in some situations Blur masks Remove grime as a feature and have it on by default, reorganize attribute layout Remove glass from shader compiler Fix grime masks not behaving as expected Recompile with stripped shaders Add attributes to disable blur & refraction we can expose this as a convar is needed then Reorganization & name cleanup - Reorganize all sections within the shader - Refraction can have its own normal map now - Fresnel can be toggled - Fixed an ambiguity with tint color Fix specular not being taken into account on glass transparency Lets get rid of these for now, fixes translucency sorting Update some glass materials again
6 Days Ago
Docs + Rect.Right and Rect.Bottom Obsolete lowercase Rect.left/right/top/bottom Added Margin.Top/Right/Left/Bottom and obsolete lowercase variants
6 Days Ago
Read leaderboard type info from local addon assemblies in tools Display custom leaderboard types in the menu https://files.facepunch.com/ziks/1b2011b1/sbox-dev_xm1fXA5ej8.png
6 Days Ago
Cloud Asset framework https://files.facepunch.com/garry/671bcc85-b0e6-4d43-8669-eb4a84ee4a22.mp4
6 Days Ago
Cleanup for merge
6 Days Ago
Beanie LODs
6 Days Ago
Make ConCmd.Engine public Cleanup debug
6 Days Ago
Small adjustments to Stubble textures
6 Days Ago
Documentation Added BBox and Sphere overloads to DebugOverlay.Box/Sphere
6 Days Ago
Don't bother downloading thumbs Only delete orphans after the initial scan
6 Days Ago
Initial work on new glass shader # This is a combination of 2 commits. # This is the 1st commit message: Initial work on new glass shader Grime implementation & let grime cast shadows # This is the commit message #2: Grime implementation & let grime cast shadows # This is a combination of 2 commits. # This is the 1st commit message: Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur # This is the commit message #2: Blur Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur Blur Allow fogging of grime & glass Allow fogging of grime & glass Allow fogging of grime & glass Fix grime on refraction variant https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg Allow tweaking of the specular of the glass for its reflections Allow tweaking of the specular of the glass for its reflections Delete core glass shader & sbox_glass, new shader becomes glass Fix glass not working properly with tiled rendering off Cleanup & lower default opacity so we don't shadow by default Update some existing glass materials https://files.facepunch.com/ognik/1b0211b1/sbox-dev_QPGRwiTZTq.jpg Missed this shader removal whoops Refraction glass color tint now works with opacity Drop max refraction distance, doesn't need to be an artist tuned. Fix glass tint not working in non refraction mode Allow switch to multiply for color tinting in refraction mode because it can look better in some situations Blur masks Remove grime as a feature and have it on by default, reorganize attribute layout Remove glass from shader compiler Fix grime masks not behaving as expected Recompile with stripped shaders Add attributes to disable blur & refraction we can expose this as a convar is needed then Reorganization & name cleanup - Reorganize all sections within the shader - Refraction can have its own normal map now - Fresnel can be toggled - Fixed an ambiguity with tint color Fix specular not being taken into account on glass transparency Lets get rid of these for now, fixes translucency sorting Update some glass materials again
6 Days Ago
# This is a combination of 2 commits. # This is the 1st commit message: Initial work on new glass shader Grime implementation & let grime cast shadows # This is the commit message #2: Grime implementation & let grime cast shadows # This is a combination of 2 commits. # This is the 1st commit message: Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur # This is the commit message #2: Blur Initial work on new glass shader Grime implementation & let grime cast shadows Grime implementation & let grime cast shadows Blur Blur Allow fogging of grime & glass Allow fogging of grime & glass Allow fogging of grime & glass Fix grime on refraction variant https://files.facepunch.com/ognik/1b0111b1/sbox-dev_VGCbGQv4Tr.jpg Allow tweaking of the specular of the glass for its reflections Allow tweaking of the specular of the glass for its reflections Delete core glass shader & sbox_glass, new shader becomes glass Fix glass not working properly with tiled rendering off Cleanup & lower default opacity so we don't shadow by default Update some existing glass materials https://files.facepunch.com/ognik/1b0211b1/sbox-dev_QPGRwiTZTq.jpg Missed this shader removal whoops Refraction glass color tint now works with opacity Drop max refraction distance, doesn't need to be an artist tuned. Fix glass tint not working in non refraction mode Allow switch to multiply for color tinting in refraction mode because it can look better in some situations Blur masks Remove grime as a feature and have it on by default, reorganize attribute layout Remove glass from shader compiler Fix grime masks not behaving as expected Recompile with stripped shaders Add attributes to disable blur & refraction we can expose this as a convar is needed then Reorganization & name cleanup - Reorganize all sections within the shader - Refraction can have its own normal map now - Fresnel can be toggled - Fixed an ambiguity with tint color Fix specular not being taken into account on glass transparency Lets get rid of these for now, fixes translucency sorting Update some glass materials again
6 Days Ago
Reorganization & name cleanup - Reorganize all sections within the shader - Refraction can have its own normal map now - Fresnel can be toggled - Fixed an ambiguity with tint color Fix specular not being taken into account on glass transparency Lets get rid of these for now, fixes translucency sorting Update some glass materials again
6 Days Ago
Clothing Definition adjustments - Hoodie and Hawaiian Shirt Adjustments to these clothing files to swap out when wearing long sleeve gloves.
6 Days Ago
Reorganization & name cleanup - Reorganize all sections within the shader - Refraction can have its own normal map now - Fresnel can be toggled - Fixed an ambiguity with tint color Fix specular not being taken into account on glass transparency Lets get rid of these for now, fixes translucency sorting Update some glass materials again
6 Days Ago
CloudAssetDirectory Added Asset.Package (set to the package of the cloud package it's from)
6 Days Ago
Update some glass materials again
6 Days Ago
New ...Skin! Adjustments to all the skin types Adjustments to all the skin types, applying slight details.
Sam
6 Days Ago
Make MET hints and shader select button intuitive https://i.imgur.com/BgHsRKI.png
Sam
6 Days Ago
6 Days Ago
Added ability to disable collisions for AnimatedMapEntity
Sam
6 Days Ago
Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET
Sam
6 Days Ago
Make MET use our sexy asset picker https://i.imgur.com/Mzzmynk.png
6 Days Ago
Lets get rid of these for now, fixes translucency sorting
Sam
6 Days Ago
ManagedResource is a better name Remove MET shader browser, let's make it sexy using asset system and our UI
6 Days Ago
Mount cloud asset folder if in tools (or are a tool) PackageRevision VersionId Added AssetSystem.InstallAsync
Sam
6 Days Ago
Add stub custom load methods for shader
Sam
6 Days Ago
Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed Start work for child hlsl include files to recompile parents that use it
6 Days Ago
Stripped down console system - tools can have console commands
6 Days Ago
Set locale for CQVectorEdit
6 Days Ago
PET: Add warning label to control point preview when asset needs to be saved first