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

2 Years Ago
Removed unused arg from SetTextureData
2 Years Ago
Add GenerateMipMaps, rip out a bunch of previous mipmap code
2 Years Ago
Convert reflection, refraction and ripples to attributes for water so the shader doesn't take 30 minutes to build
2 Years Ago
Revert these two materials
2 Years Ago
Remove bindless from all shaders, we don't even use this remove all bindless bullshit from code Add localize to our shader builder Looks like we also need rendersystemdx11 resource system too Update Build-Shaders.bat Update Build-Shaders.bat Hopefully this is the last we need Reintroduce some defines which were defined in bindless for some reason Whoops, missed float3 remove shaders which don't exist from the compile list Strip remaining bindless stuff, recompile all shaders Merge pull request #533 from Facepunch/bindless-remove strip bindless
2 Years Ago
Strip remaining bindless stuff, recompile all shaders
2 Years Ago
Remove some unused game events
2 Years Ago
Completely rip out native networking for CDecalGameSystem, we handle all the networking now Hook up decal color to projected decal tint Decals can now be placed with a tint https://files.facepunch.com/layla/1b1811b1/sbox-dev_CiEtU9Pzke.png
2 Years Ago
Add softbody to transient scene models that have jiggle bones and filter step them so we can have jiggles in menu https://files.facepunch.com/layla/1b1711b1/sbox_0043.mp4
2 Years Ago
In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha
2 Years Ago
DrawSceneObject kind of do LODs properly
2 Years Ago
Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes
2 Years Ago
Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks
2 Years Ago
Obsolete SetViewport Don't define D3DCOMPILE_WARNINGS_ARE_ERRORS RenderTarget cache tick, flush Separate function to create a render target using backbuffer size fraction
2 Years Ago
Add PhysicsWorld.Step to step simulation of transient worlds
2 Years Ago
remove shaders which don't exist from the compile list
2 Years Ago
Whoops, missed float3
2 Years Ago
Reintroduce some defines which were defined in bindless for some reason
2 Years Ago
Hopefully this is the last we need
2 Years Ago
Update Build-Shaders.bat
2 Years Ago
Update Build-Shaders.bat
2 Years Ago
resource system too
2 Years Ago
Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color
2 Years Ago
Looks like we also need rendersystemdx11
2 Years Ago
Add localize to our shader builder
2 Years Ago
remove all bindless bullshit from code
2 Years Ago
Remove bindless from all shaders, we don't even use this
2 Years Ago
recompile all base shaders so all the md5s match
2 Years Ago
Fix transforms on world panels https://files.facepunch.com/ognik/1b1711b1/sbox-dev_1f1xWJlEmr.jpg
2 Years Ago
Allow perspective origin to work in keyframes & transitions Do matrix multiplication the right way around for web Actual center perspective origin Fix css perspective https://files.facepunch.com/ognik/1b1711b1/sbox_gM0vNXHKVk.mp4
2 Years Ago
Show text that the map is not compiled (right click menu)
2 Years Ago
Don't allow Play Map from Asset Manager if the map is not compiled https://files.facepunch.com/louie/1b1711b1/sbox_xVIWk9hLym.png
2 Years Ago
Added option to right click Play Map (only if compiled) https://files.facepunch.com/louie/1b1711b1/sbox_pgrvlRl4qJ.png
2 Years Ago
Citizen: fixed FBX files using split per-vertex normals export This had no incidence on anything engine-side, but was very impractical for anyone who wanted to re-import the FBX files back into 3D software. Especially 3ds Max, which dealt with the files so catastrophically as to muster this sort of eldritch abomination, the likes of which I have never seen before in over 10 years of using Autodesk software: https://files.facepunch.com/maxlebled/1b1711b1/3dsmax_2022-09-16_21-14-28.mp4
2 Years Ago
Remove old unsupported jiggle bone code (s1 era?) Remove my jiggle_bones_modelspace hack, fuck it
2 Years Ago
Animgraph: Add note box to splitter so it can be resized
2 Years Ago
Fixed door prefabs having prop_static handles Fixed 2 more prefabs having prop_dynamic >prop_animated
2 Years Ago
Fixed Door prefabs using props_dynamic > prop_animated
2 Years Ago
Citizen: a batch of technical updates - Updated all skinning to fix just about everything that had come to bother me in the past 12 months of posing & animating this character model - Fixed a very small seam between the head and the torso caused by... honestly, some really hellish crap - Fixed some vertices on the head having incorrectly shaded normals, especially when morphs are active - Improved ragdoll settings - Other various misc. fixes
2 Years Ago
Fixed entity think functions not running Added AnimatedEntity.AnimateOnServer Added AnimatedMapEntity as replacement for prop_dynamic Minor cleanups Delete prop_dynamic Added a bunch of new inputs to prop_animated
2 Years Ago
New Outfit Piece - Beanie! + Black Jeans and Hoodie New stylish black beanie plus some reskins of the jeans and hoodie. LODs for the beanie to come ASAP. https://files.facepunch.com/daniel/1b1611b1/beanie_present.png
2 Years Ago
Allow creating common depth formats Add RenderTarget
2 Years Ago
Do a call to BindRenderTargets before rendering debug overlays, for some reason it complains sometimes that we haven't called it
2 Years Ago
Added option to set Volume and Pitch on snd_event_point
2 Years Ago
Added keybind for "Replace Objects With Instances" Ctrl+Alt+H sbox-issues/issues/2247
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
2 Years Ago
Allow SetRenderTarget to set depth too
2 Years Ago
Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc
2 Years Ago
Add render hooks for rendering just before viewmodel, just after viewmodel
2 Years Ago
managedrenderpipeline.h doesn't exist anymore