22,418 Commits over 1,614 Days - 0.58cph!
Removed unused arg from SetTextureData
Add GenerateMipMaps, rip out a bunch of previous mipmap code
Convert reflection, refraction and ripples to attributes for water so the shader doesn't take 30 minutes to build
Revert these two materials
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
Strip remaining bindless stuff, recompile all shaders
Remove some unused game events
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
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
In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha
DrawSceneObject kind of do LODs properly
Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes
Fix Draw not using the passed in attributes
Add Draw3D.Blit (replaces ScreenQuad)
Post process use new hooks
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 PhysicsWorld.Step to step simulation of transient worlds
remove shaders which don't exist from the compile list
Reintroduce some defines which were defined in bindless for some reason
Hopefully this is the last we need
Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color
Looks like we also need rendersystemdx11
Add localize to our shader builder
remove all bindless bullshit from code
Remove bindless from all shaders, we don't even use this
recompile all base shaders so all the md5s match
Fix transforms on world panels
https://files.facepunch.com/ognik/1b1711b1/sbox-dev_1f1xWJlEmr.jpg
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
Show text that the map is not compiled (right click menu)
Don't allow Play Map from Asset Manager if the map is not compiled
https://files.facepunch.com/louie/1b1711b1/sbox_xVIWk9hLym.png
Added option to right click Play Map (only if compiled)
https://files.facepunch.com/louie/1b1711b1/sbox_pgrvlRl4qJ.png
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
Remove old unsupported jiggle bone code (s1 era?)
Remove my jiggle_bones_modelspace hack, fuck it
Animgraph: Add note box to splitter so it can be resized
Fixed door prefabs having prop_static handles
Fixed 2 more prefabs having prop_dynamic >prop_animated
Fixed Door prefabs using props_dynamic > prop_animated
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
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
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
Allow creating common depth formats
Add RenderTarget
Do a call to BindRenderTargets before rendering debug overlays, for some reason it complains sometimes that we haven't called it
Added option to set Volume and Pitch on snd_event_point
Added keybind for "Replace Objects With Instances"
Ctrl+Alt+H
sbox-issues/issues/2247
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 SetRenderTarget to set depth too
Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed
Remove RenderTargetDesc
Add render hooks for rendering just before viewmodel, just after viewmodel
managedrenderpipeline.h doesn't exist anymore