22,418 Commits over 1,614 Days - 0.58cph!
Fix DoF plane
readd smooth mask
Merge branch 'post-processing-sucks' of sbox into post-processing-sucks
Do not try to write RPC bodies for abstract methods
Also fixed methods with explicitly typed [Sandbox.ClientRPC] not being detected as RPC methods by codegen
Post processing, render hooks, graphics
Add some documentation
Fix chromatic aberration always set to 1
Fixed hooks creating a bunch of resolves
Pass postprocessStencilDepth to AfterPostProcessing
Fixed motion blur on by default 🙈
Pixelate effect from center of pixel
Avatar editor view screen effects
Tie GlowComponent.Active to Enabled
RenderTarget.GetTemporary will automatically get the right hdr/sdr rt if ImageFormat.Default is passed
Do our own ResolveFrameBuffer
Add RenderDoc scopes for our RenderTool calls
Post process shaders support transparency
Home avatar post process so we keep everything working
Unclamp some post post process vars
Old Skin is back! Plus some thumbnails for the buttoned shirt and Skin6
Fixed industrial strip light glass not being translucent
Merge branch 'master' of sbox
New Outfit Piece! - White Buttoned Shirt
https://files.facepunch.com/daniel/1b2911b1/Police_Shirt_V3.png
LODs and Adjustments / Fixes to the Skinning coming ASAP.
Plus some small adjustments to the police hat textures
Revert sweep normal fix, distance query result needs to be more reliable instead
Return DofPanel far point to 10k units, but will get to fix focal plane reprojection
Glass shader rewrite (#486)
Fix bone overrides not marking parent space bones as changed in InvalidatePhysicsRecursive, causing overrides to stop working when entity becomes stationary
Citizen/clothing: also reflected flannel shirt changes onto blue variant
Attempt to fix hit normals sweeping against meshes
Citizen/clothing: flannel shirt LOD2/3 remade
Also use the obsoleted `Active` on Glow to decide whether to render it or not
Hammer: Set current material from new asset browser on highlight
Defer CKeepAssetCached::ReleaseAsset() until after we're done with the asset in CMapViewDropTarget::OnDrop( ... ) - fixes materials being dragged into the map not applying when they weren't being set to the current material
Replace PhysicsShape.Enable/Disable methods with properties
Replaced with properties that are consistent with ModelEntity properties, i.e. EnableTouch, EnableSolidCollisions, etc., with getters.
Methods are obsoleted.
Fixed precipitation entity being active on spawn even when player is outside of its volume
Added PhysicsBody.EnableTraceAndQueries/TouchPersists/SolidCollisions
Added getters to ModelEntity.EnableSolidCollisions and others
Limit DoF ray since our focus is more physically accurate now, fix collision on it
More RenderHooks
Remove a bunch of unused layers
Front blur support, reduce artifacts
Correct orientation space for dof, more adjustments
Merge branch 'post-processing-sucks' of sbox into post-processing-sucks
Adjustments to adaptive dof, gets blurrier the closer you focus, use another formula for calculating downsample
Discard backfacing samples
Fix alpha plane on dof
Don't remap to viewport depth range, we need the absolute values
Mask alphatest while keeping the cool fade
Remove debug crap and push the shader objects
CResourceAsset::CanRecompile - don't care about leafiness
RenderDoc API
Early out of CPixEventScope if !IsRenderDocEnabled
Add convar to control CPixEventScope
Delete water layer
sc_log_submits depth buffers too
Delete DrawOverWorld layers
Optimize CPixEventScope
Fixed render hooks resolving
Clean up
Kill lpv_skycoverage and lpv_sdf from vrad3 too
Get rid of unused Bake SDF compile option that made map compiles always take forever and hide deterministic charting comptations option behind dev flag since that's what its for
Cloud assets use PATH_ADD_TO_TAIL so they don't get prioritized over anything you have locally
Modeldoc morph frame (#548)
Stretch morph frame editor
Remove some obvious unused netvars from baseentity
Citizen/clothing: batch recursive recompile to reflect the removal of "m_pModelConfigList = null"
Citizen/clothing: flannel (& blue) shirt LOD0/LOD1 improvements & neck seam fix
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
Allow fetching diffuse & specular separately for valve shading model
Use valve standard for the time being
Fix reflections oops
Remove grime prefix
Make sure we're always within our framebuffer copy rect
fix sort mismatching
Update glass materials
Allow refraction & blur to be visualized in the material editor
Optimized compile
Fix framebuffer copies in material editor
Closes sbox-issues/issues/1204
Fix anim decode cache being used elsewhere even when it's disabled
Sandbox.Engine: Added Dedicated Server launch config
Fixed concommands being omitted when run through dedicated server console
Front blur support, reduce artifacts
Correct orientation space for dof, more adjustments
Hammer cloud models (#469)
Simplify this since Package.Fetch can handle a asset.party url
Handle widget deleted while fetching packages
Package -> view in browser
Custom render the model thumbnail
Fix game_packages being stomped by migration propery this time
Progress update when downloading game package in Hammer
AssetSystem.InstallAsync can do games, but ignore downloading assemblies
Don't stomp game_packages each load
Disable bone decode cache because it's completely fucking animgraph performance, find out why later
Refactor game packages to use metadata, and use AssetSystem.InstallAsync to make sure we have any game assets avaliable which will resolve Facepunch/sbox-issues#1748
Don't limit framerate while smooth scrolling
Asset Party activated using filter text, auto pagination
Citizen/clothing: posh dress LOD3 remade
Fix NRE when loading a map with metadata but no cloud_packages
Double clicking a cloud asset installs and opens it
ModelDoc: Set anim file start and end frame to unset when changing takes
Fix Api queries not caching
Add Package.Query.GetCountAsync()
Show layout/paint time in listview debug (alt + pause)
Delete CToolService::ThrottleRenderingToYieldCPU
Fix framebuffer copies in material editor
Closes sbox-issues/issues/1204