22,418 Commits over 1,614 Days - 0.58cph!
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
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
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
Black Leather Jacket Reskin Texture
Variation of the Brown Leather Jacket
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
Docs + Rect.Right and Rect.Bottom
Obsolete lowercase Rect.left/right/top/bottom
Added Margin.Top/Right/Left/Bottom and obsolete lowercase variants
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
Cloud Asset framework
https://files.facepunch.com/garry/671bcc85-b0e6-4d43-8669-eb4a84ee4a22.mp4
Make ConCmd.Engine public
Cleanup debug
Small adjustments to Stubble textures
Documentation
Added BBox and Sphere overloads to DebugOverlay.Box/Sphere
Don't bother downloading thumbs
Only delete orphans after the initial scan
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
# 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
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
Clothing Definition adjustments - Hoodie and Hawaiian Shirt
Adjustments to these clothing files to swap out when wearing long sleeve gloves.
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
CloudAssetDirectory
Added Asset.Package (set to the package of the cloud package it's from)
Update some glass materials again
New ...Skin! Adjustments to all the skin types
Adjustments to all the skin types, applying slight details.
Make MET hints and shader select button intuitive
https://i.imgur.com/BgHsRKI.png
Added ability to disable collisions for AnimatedMapEntity
Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET
Make MET use our sexy asset picker
https://i.imgur.com/Mzzmynk.png
Lets get rid of these for now, fixes translucency sorting
ManagedResource is a better name
Remove MET shader browser, let's make it sexy using asset system and our UI
Mount cloud asset folder if in tools (or are a tool)
PackageRevision VersionId
Added AssetSystem.InstallAsync
Add stub custom load methods for shader
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
Stripped down console system - tools can have console commands
Set locale for CQVectorEdit
PET: Add warning label to control point preview when asset needs to be saved first
Restore material state after Draw2D.DrawText, fixes Draw2D.DrawText breaks Draw2D.Color
Restored Asset.GetCompiledFile, fixes broken addon uploads
Deleting assets leaves the compiled file as junk currently. This will be fixed.
Obsolete PostProcess
Unobsolete Glow Component
Add EntityComponent.GetAllOfType<T>()
Move RenderHook to its own file
Asset.GetCompiledFile simply appends Source file with _c, mark as deleted when Delete is ran
AssetBrowser: Filter out marked for delete assets
AssetBrowser: Add "Delete Asset" option
https://files.facepunch.com/devultj/1b1911b1/2C4lP0lDqV.png
Another documentation pass
Code-first typed leaderboards, support for creation / writing / reading
Remove unused IScreenSpaceEffect
Render state restores, allows nesting
Let toolviews have the managed pipeline
Let SceneCameras have a debug name
Renderhooks linked to SceneCameras
Add more convenience methods to EntityTarget and use them in base ents
Make source_entity argument optional
Added GetTarget, GetTarget<T>, TryGetTargets<T> and TryGetTarget<T>
Fix asserts when setting CurrentSequence.Name to empty string
Now acts as a default sequence for the model.
GameLoop::PreRender ain't doing nothing
Fix not being able to load materials during rendering
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
Damp a little more for water & the fade too
Saturate drag for splashes to prevent crazy waves