22,418 Commits over 1,614 Days - 0.58cph!
Kill hitbox index from DamageInfo, there's probably room for hitbox tag filtering in here. Also adjusted some docs for that class.
Remove CSkeletonInstance.GetHitboxGroup interop
Started killing off a bunch of now useless hitgroup code
Allow non power of two textures in materials, strip some gameinfo image preprocessors code we'll never use too
Can publish materials to asset.party same way as models
Drop pre SM5 compile targets, GL, X360
Shaders: drop all #ifdef stuff for pre SM5 and GLSL
No vfx_dx9
vfx: start stripping nCbStartRegDx9, there's some more around the serialized compiled shaders that need some thought on how to dissect
Add global:: to codegen EditorBrowsable attributes to avoid errors if the class has a property called System
Complain when sending too many console commands
Fix exception when uploading over 2gb
fix docs for Material.AmbientOcclusion
Fix Vector3 left & right documentation
Fix anisotropy spelling error
Just code cleanup to make diffs easier, NULL -> nullptr that sort of shit
Backport improved DX11 buffers; these changes mainly focus on structured buffer alignment
Remove DX9 only concepts from binding buffers
Kill IRenderContext::SetUserClipPlane (Not supported since DX9)
vfx_dx: remove dead dx9 code
Smarter binding of UAV slots to not conflict with RTVs
Fix MAT_OP_STORE_RS_MULTI_SAMPLE_ENABLE never working
Backport GPU Buffer methods ( we should be using these for tiled / transform buffers ideally )
DX11: IBs get their SRVs bound differently to VBs
Merge fixes from Valve for DX11 renderer - nothing massively major here, some asserts, wrong enum fixes, CopyTexture can use DX11 CopySubresourceRegion instead of shaders
DX11: ensure there is always a viewport set for a draw - fixes warning "There are no viewports currently bound. If any rasterization to RenderTarget(s) and/or DepthStencil is performed, results will be undefined."
Delete all source files for DX9 & OpenGL renderers
Animgraph: Rename "Models" dock to "Bone Merge" to make it obvious its for bone merging models
Fix ConsoleSystem.SetValue not setting native convars
Drop the title label too since it's pointless now
Show only SM5.0 attributes in material editor
Queue scale changed for cloth, fixes child cloth not updating scale
Should fix OverflowException
Delete TraceResult.HitboxIndex, it'll be useless once I've deleted the hitbox groups. CSkeletonInstance::SBox_BoneToHitbox returns the hitbox itself, used for sweeps.
Add tags property to CModelDocHitboxBase
Setup tags via string tokens for hitboxes, interop Hitbox.. still learning about all this, so need to go back and clean all this up later.
Send over the hitbox handle when performing traces
Don't forget to pass the tags when compiling resources
Add TraceResult.Hitbox
Add TestHitboxesMultiple so TraceBodyMultiple can also check for hitboxes
Compute contact points for TraceBodyMultiple properly
Documentation pass
Hides Breakables.ApplyBreakCommands
Clean up & hide SoundscapeSystem.SoundscapeFrame
Documentation pass
Cleaned up lobby rich presence, fixed presence not updating when lobby gets made, update documentation
Fixed bunch of models not having the material set correctly
Update some glass materials
Fix shatter glass broken material not really functioning
Support `steam_player_group` rich presence for lobbies
https://files.facepunch.com/devultj/1b3011b1/Discord_tPmoEckwdL.png
Fixed MenuOverlay popup pointer events, fixes lobby invites being inaccessible
Made Global.IsDedicatedServer obsolete
Trace body using our requested rotation
Implement trace body multiple
Actually apply fog for valve standard shading again
Optimized shader build
Disable seamless fade for dof, better to keep the nice translucent sorting for now
Drop PixelOutput as a default
Compute contact point for body trace
Add generic shape physics
Add TraceBody and TraceRotatedBody to game physics query interface
Allow setting network vars when client created
Handle ResolveDepthBuffer better
Fixed NRE in Entity.Components.Create with startEnabled=false
Documentation pass
Cleanup
Fixed compile warning, hide Particles.Dispose( bool )
Throw EditorBrowsable( Never ) on internal RPC methods
Leaderboard API documentation
Recursively recompiled all assets
0 isn't a valid depth buffer
Fix vignette making everything greyscale
Put DoF autofocus a bit behind the subject
Tweak backfacing value a bit
Double the dof resolution, fix massive slowdown on zooming in backfacing samples
Disable Dof in avatar menu