20,861 Commits over 1,522 Days - 0.57cph!
Rename m_SboxCleanupFilterCallback
Remove duplicate code
#define LIGHTMAP_QUERIES
Cleanup
Fixed everything defining its own RenderAttributes accessors, fixed Compute sharing main render pipeline's attributes
Community voted against the Physics. namespace
Fix comments pointing to old physics classes
IRenderContext to engine, removed ConstantBuffer stuff from gameglue - avoided AllocHGlobal
Setup Global.PhysicsWorld properly
Exposed hotload skip attrib and callback interfaces
Deleted empty INotice.cs
Added cl_hotload_log and sv_hotload_log console vars
Fixed possible NRE when setting up console vars
SkipHotloadAttribute now supports properties
Fixed hotload test assemblies having wrong package ID
Replaced hotload callback interfaces with IHotloadManaged
Destroyed() returns a state dictionary that is passed to Created() in the new instance
Don't let Hotload see some sensitive fields
IHotloadManaged.Destroyed() now passes in a dictionary ready for use
New handle system, move physics to engine, delete IManagedContext, EngineVersion++
Exit properly if there were problems with the assembly
Removing obsolete stuff
Move ELightShadowMode to engine
Handle fixes
new wheely bin files and prefab
Initial resolution scaler
Cleanup resolution rescaler
Recompile passthrough shader
Merge pull request #172 from Facepunch/internal-res
Preliminary internal resolution scaling
Exposed hotload skip attrib and callback interfaces
Deleted empty INotice.cs
Added cl_hotload_log and sv_hotload_log console vars
Fixed possible NRE when setting up console vars
SkipHotloadAttribute now supports properties
Fixed hotload test assemblies having wrong package ID
Replaced hotload callback interfaces with IHotloadManaged
Destroyed() returns a state dictionary that is passed to Created() in the new instance
Don't let Hotload see some sensitive fields
IHotloadManaged.Destroyed() now passes in a dictionary ready for use
Recompile passthrough shader
Cleanup resolution rescaler
Initial resolution scaler
Updated Citizen blendshapes. Updated Citizen AO now you can sometimes see the inner lip
TreeNodes support context menus, added context menus to asset browser folders
Create in folder options
Loading screen can access game/map packages
Don't let Hotload see some sensitive fields
Add Label.Indent, Label.Margin, Label.Alignment
Add AssetType.Icon128
Add Widget.ReadOnly
Add OneWayBind
Added Asset.Compile()
Asset Inspector basics
Fixed ArgDelegate.FromInterop ignoring the second argument for native code
Fixed obsolete warning in AnimEntity
Stubbed out QBrush and QPen so we don't actually use them
Rename CDataModel to CManagedDataModel because it's creating confusing conflicts
Added SceneWidget
Fixed selfillum bleeding on studio light projector
Animgraph: Allow zooming while dragging a connection
Make IgnoreAssetDirectory more robust so it doesn't ignore folders like "objects" because it has "obj" in the string
true & false are now valid values for convars
Add ability to toggle SDF reflections in the settings menu
Add ability to toggle SDF reflections in the settings menu
Rebuild sbox_glass, recompile glass material
updated prefab, textures/materials
updated door prefabs, added nav blocker to some existing breakable (created new ones), added parameter to cctv/projector prefab
glass material/texture pass
added pebble alpha trim
fixed normal on riverbed texture
Use a better cvar name for reflections
Add video setting for water ripples
GameTask.CompletedTask and GameTask.FromResult<T>
Add generic return type to GameTask.FromResult
Hammer: Add zooming and panning to fast texture tool so it's a bit more usable https://files.facepunch.com/layla/1b1211b1/sbox_TQOriGr5yY.mp4
Hammer: Experimental support for baking tilemeshes when exporting selected object to model https://files.facepunch.com/layla/1b1311b1/sbox_TgbMC0BNya.mp4
Set additive blending feature to be in the correct section, allow features.minimal to be compiled again
model/ prefab update for breakable/navblock
Move from invscale to scale
Viewmodel shadows on mixed shadows 🙏
Cleanup lightcomponent, reenable shadow fading
Remove unnecessary debug pragmas
Consider mixed light shadows for atlas downsampler too
Add cvar to maximum mixed light shadows, make a lot of this clientside
Add option to render mixed shadows only on viewmodels
Fix self shadowing on dynamic objects with mixed shadows
Add helper method to get the wanted shadow sampler given the context, clean up code
Pass viewmodel shadow sampler on the shader side
model/ prefab update for breakable/navblock
HandleChild stuff isn't needed now
InteropGen returning asref works as you'd expect
IParticleDefinition resource type, SceneParticles has constructors
Allow defining SceneWorld when creating base SceneObject
GameGlue SetSceneMonitor* aren't needed
GameGlue.GetWorldEntity no longer needed
Set additive blending feature to be in the correct section, allow features.minimal to be compiled again
Remove CurrentSceneWorldChanged
Remove ParticleManager m_pSceneWorld stuff
Add SceneObject.Attributes ( replaces SetValue, SetComboValue, GetBoolValue etc)
Move SceneMonitorObject to obsolete file
Changed SceneWorld.SceneObjects to a HashSet
Hammer: Experimental support for baking tilemeshes when exporting selected object to model https://files.facepunch.com/layla/1b1311b1/sbox_TgbMC0BNya.mp4
updated prefab, textures/materials
updated door prefabs, added nav blocker to some existing breakable (created new ones), added parameter to cctv/projector prefab
glass material/texture pass
added pebble alpha trim
fixed normal on riverbed texture
Merge branch 'master' of sbox
Hammer: Add zooming and panning to fast texture tool so it's a bit more usable https://files.facepunch.com/layla/1b1211b1/sbox_TQOriGr5yY.mp4
Add generic return type to GameTask.FromResult
GameTask.CompletedTask and GameTask.FromResult<T>
Restore SceneWorld.SetCurrent legacy functionality
MonitorSceneObject becomes ScenePortal
Add video setting for water ripples
SceneParticleObject to Engine
Type Forwarding
Backwards compatibility for Light
SceneObject registers handle
Move SceneModel to Engine
InitAnimGraph ( avatar on menu screen works again )
Add Global.SceneWorld, Global.SceneWorldDebug
Call GameLoop.OnWorldSession when worldsession available
Light becomes SceneLight, AnimSceneObject becomes SceneModel
Use a better cvar name for reflections
Rebuild sbox_glass, recompile glass material
Add ability to toggle SDF reflections in the settings menu
true & false are now valid values for convars
Make IgnoreAssetDirectory more robust so it doesn't ignore folders like "objects" because it has "obj" in the string
Animgraph: Allow zooming while dragging a connection
Fixed selfillum bleeding on studio light projector
Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr
Added EntityManager.CleanUpMap( filter )
Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup]
Added EntityManager.DefaultCleanupFilter
Transition SceneObject to Engine
Stubbed out QBrush and QPen so we don't actually use them
Rename CDataModel to CManagedDataModel because it's creating confusing conflicts
Added SceneWidget
Fixed ArgDelegate.FromInterop ignoring the second argument for native code
Fixed obsolete warning in AnimEntity
Initial resolution scaler
Add Label.Indent, Label.Margin, Label.Alignment
Add AssetType.Icon128
Add Widget.ReadOnly
Add OneWayBind
Added Asset.Compile()
Asset Inspector basics