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22,418 Commits over 1,614 Days - 0.58cph!

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