22,417 Commits over 1,614 Days - 0.58cph!
Remove HighlightDeprecated from shaders, seems was never used?
Remove long unused shit from pixelinput and vertexinput and clean it up
Remove D_ENABLE_USER_CLIP_PLANE, complete bullshit, we use oblique projection matrices now
Moustache, Mutton Chops, Medium Beard and Female Mesh Tweaks
Remove this old sound capture code from soundsystem
Lock mutex when encoding audio frame for videorecorder
Add position offset to icon
Implement IconModes.Chest
Rebuild icons
Hide underwear in silhouette
Position some hair icons
Obsolete Clothing.DressSceneObject
Save/Restore feature tab status on Resources
Make the clothing icon editor a proper editor
Tag human skins for replacements
Remove old icons
Move clothing icons next to the clothing resource again
Update greyslkin
Clothing icon selector lets you choose specific body parts to target
Model.MaterialGroupAttribute + Model.BodyGroupMaskAttribute can accept string model (will look up the model from the string path)
Underwear material
Human skin selections
Clothing updates
Fix eye material
Include some citizen folder pngs with steam build, but try to not include all of them
Revert "Improve handling of RenderAttribute overrides/additions in Draw APIs (#1732)"
This reverts commit db71195c4669b0dc2d9e3e6e9dcabfab0067a9bf.
Revert "Improve handling of RenderAttribute overrides/additions in Draw APIs (#1732)"
This reverts commit db71195c4669b0dc2d9e3e6e9dcabfab0067a9bf.
Obsolete Clothing.DressSceneObject
Save/Restore feature tab status on Resources
Make the clothing icon editor a proper editor
Tag human skins for replacements
Remove old icons
Move clothing icons next to the clothing resource again
Update greyslkin
Clothing icon selector lets you choose specific body parts to target
Model.MaterialGroupAttribute + Model.BodyGroupMaskAttribute can accept string model (will look up the model from the string path)
Underwear material
Human skin selections
Clothing updates
Fix eye material
Include some citizen folder pngs with steam build, but try to not include all of them
Improve handling of RenderAttribute overrides/additions in Draw APIs (#1732)
* Improve handling of RenderAttribute overrides/additions in Draw APIs
Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set.
Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values.
e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though.
Fixed DrawModelInstanced using blacklisted Memory type as parameter.
* Remove leftover comment
Use multi-bounce ambient occlusion
Feathering goes outer rather than center, allow to have inner (negative) feathering again, fixes light leaks in maps
SQRTRoughness was correct behavior for sampling envmaps
Put debug spew behind convar
Shader tweaks
Not perfect yet, but definitely a step in the right direction
https://files.facepunch.com/alexguthrie/1b1211b1/NVIDIA_Overlay_J85xCR3e3b.mp4
Citizen/animgraph: added 'static_pose' int parameter — set to '1' to display the A-pose but with open eyes. To be used when rendering item thumbnails.
Remove old DecibelsSlider and fix typo in the new one
Improve handling of RenderAttribute overrides/additions in Draw APIs
Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set.
Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values.
e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though.
Fixed DrawModelInstanced using blacklisted Memory type as parameter.
Remove leftover comment
Only reset Batch Publish Org if currently set to local
Check asset directly along with references assets when checking differences in Batch Publish. Resolves Facepunch/sbox-issues#7151
Improve handling of RenderAttribute overrides/additions in Draw APIs
Attributes passed to CommandList.DrawX and Graphics.DrawX now correctly merge with the "global" (CommandList.Attributes / Graphics.Attributes) attribute set.
Replaced existing usages of Attributes.MergeTo, the existing usage could lead to defaults overriding more specific values.
e.g. `Scene.RenderAttributes.MergeTo( camera.Attributes )` would potentially overwrite attributes in camera.Attributes with attributes from Scene.RenderAttribute we want it the other way around though.
Fixed DrawModelInstanced using blacklisted Memory type as parameter.
Use Widget.Hidden for ControlSheetRow conditional visibility, avoids flicker on populate
Skybox material preview
https://files.facepunch.com/matt/1b1211b1/sbox-dev_M57SmAq1uF.png
Add SceneRenderingWidget
Render clothing from a scene
Update all clothing icons
Male Head 02 & Female Body / Female_Head_01 and 02
Only move nav mesh agent on transform change if the position actually changed - Fixes agents not moving correctly with skinned meshes with bone objects enabled, transform changed is getting thrashed
Resave template prefabs, some of them have missing materials
Remove long unused shit from pixelinput and vertexinput and clean it up
Convert world position to projected position on FinalizeVertex, don't like that these are opaque, let's see what we can do about it
Deleted test assets, added finished jacket, hat and trousers
Skinning, and .clothing files
Santa hat lods
Model attachments has a dispose, use it on model reload
Add CookieContainer.TryGet<T>
Object menu filters out prefab assets that don't have a source file - some old compiled hammer prefabs are hanging around?
SQRTRoughness was correct behavior for sampling envmaps
Use multi-bounce ambient occlusion
Feathering goes outer rather than center, allow to have inner (negative) feathering again, fixes light leaks in maps
Check for array before lists when creating serialized collection - Fixes array properties (Broken by 3882ec7)
Fix Convert to/Break from prefab not updating Inspector (#1731)
Fixes sbox-issues/issues/6596
Improved gather, only select the objects we want
Shader re-write, output object depth and buffer depth for debug
Scan for resource compilers on properties, try and compile images
Fix Convert to/Break from prefab not updating Inspector
Fixes sbox-issues/issues/6596
Don't read file twice in managed compile when there's a IResourceCompiler
Explicitly BreakFromPrefab if __Prefab is not set
Fix gameobject clone not setting __Prefab when cloning prefab instances
Remove LAYERFLAGS_NO_APP_TILING (did nothing)
Remove r_kick_dependent_views_early
Remove "VrMonitor" attribute, this might add bloom to ScenePanel - if thats something we dont want it should be exposed in a more explicit way
OffscreenParticleView isn't a thing
Line renderer supports texturing, the same as trail renderers https://files.facepunch.com/layla/1b1111b1/sbox-dev_R9xJvUmOpI.mp4
Obsolete HostSync, add SyncFlag, add codeupgrader
Revert "Fix undo for convert to prefab"
This reverts commit da0efcc866f95b30fb02a988989ca165da263779.
Fix LINQ Exception when different typed objects are selected for inspection
Fixes sbox-issues/issues/7106
Humans: added CrouchWalk_E & CrouchWalk_W
Humans: disabled AO proxy nodes now that AO proxy support has been removed
Fix undo for convert to prefab
Fixes sbox-issues/issues/7009
This only converts the prefab back to an independent GO.
It does not undo the creation of the prefab asset and that's good, I don't think we should ever delete files via undo.
Fix undo when dropping a Material on to an object
Explicitly set fields/props to null when deserializing
Reject occluded objects, tweak gather & shader
Quite conservative right now and not perfect
Fix NRE in PrefabDropObject