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8,282 Commits over 730 Days - 0.47cph!

6 Days Ago
Restore material state after Draw2D.DrawText, fixes Draw2D.DrawText breaks Draw2D.Color
7 Days Ago
Restored Asset.GetCompiledFile, fixes broken addon uploads Deleting assets leaves the compiled file as junk currently. This will be fixed.
7 Days Ago
Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file
7 Days 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
7 Days Ago
Another documentation pass
7 Days Ago
Code-first typed leaderboards, support for creation / writing / reading
7 Days 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
7 Days Ago
Documentation pass
7 Days 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.
7 Days Ago
GameLoop::PreRender ain't doing nothing
7 Days Ago
Fix not being able to load materials during rendering
7 Days 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
8 Days Ago
Damp a little more for water & the fade too
8 Days Ago
Saturate drag for splashes to prevent crazy waves
8 Days Ago
Removed unused arg from SetTextureData
8 Days Ago
Add GenerateMipMaps, rip out a bunch of previous mipmap code
8 Days Ago
Convert reflection, refraction and ripples to attributes for water so the shader doesn't take 30 minutes to build
8 Days Ago
Revert these two materials
8 Days 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
8 Days Ago
Strip remaining bindless stuff, recompile all shaders
8 Days Ago
Remove some unused game events
8 Days 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
9 Days 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
9 Days Ago
In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha
9 Days Ago
DrawSceneObject kind of do LODs properly
9 Days Ago
Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes
9 Days Ago
Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks
9 Days 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
9 Days Ago
Add PhysicsWorld.Step to step simulation of transient worlds
9 Days Ago
remove shaders which don't exist from the compile list
9 Days Ago
Whoops, missed float3
9 Days Ago
Reintroduce some defines which were defined in bindless for some reason
9 Days Ago
Hopefully this is the last we need
9 Days Ago
Update Build-Shaders.bat
9 Days Ago
Update Build-Shaders.bat
9 Days Ago
resource system too
9 Days Ago
Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color
9 Days Ago
Looks like we also need rendersystemdx11
9 Days Ago
Add localize to our shader builder
9 Days Ago
remove all bindless bullshit from code
9 Days Ago
Remove bindless from all shaders, we don't even use this
9 Days Ago
recompile all base shaders so all the md5s match
9 Days Ago
Fix transforms on world panels https://files.facepunch.com/ognik/1b1711b1/sbox-dev_1f1xWJlEmr.jpg
9 Days 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
9 Days Ago
Show text that the map is not compiled (right click menu)
9 Days Ago
Don't allow Play Map from Asset Manager if the map is not compiled https://files.facepunch.com/louie/1b1711b1/sbox_xVIWk9hLym.png
9 Days Ago
Added option to right click Play Map (only if compiled) https://files.facepunch.com/louie/1b1711b1/sbox_pgrvlRl4qJ.png
9 Days 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
9 Days Ago
Remove old unsupported jiggle bone code (s1 era?) Remove my jiggle_bones_modelspace hack, fuck it
10 Days Ago
Animgraph: Add note box to splitter so it can be resized