20,855 Commits over 1,522 Days - 0.57cph!
Hammer: Actually don't bail if InitialDragDropMaterial fails, we need this for dragging materials onto meshes
Aircon - fixed col issue on fan blades
Delete physics joint handle before delayed delete, add extra safety checks when removing physics joint
Fix "bloomy" depth of field
Thread safety in MainThreadContext.CanTaskMethodPersist
Thread safety in MainThreadContext.CanHandleCancellation
Added another async task test
Add back dof quality but obsolete it
Removed dof quality enum cause it's not needed anymore
Allow optional over-saturation for post processing
Added Hue Shift/Rotate, Brightness, Contrast to standard post processing & devcam
Add vignette & sharpen to devcam ui
Initial work for HDR & SDR post processing switches
Switch standard post processing to be both SDR & HDR
Remove DoF quality setting, switch to DoF to HDR. Radius automatically picks better kernels
Better scratch target
Better uv calc for example post processing shader
Cleanup post processing render passes
Merge pull request #155 from Facepunch/hdr-postprocess
HDR Post Processing & New DoF
Initial work for HDR & SDR post processing switches
Switch standard post processing to be both SDR & HDR
Remove DoF quality setting, switch to DoF to HDR. Radius automatically picks better kernels
Better scratch target
Better uv calc for example post processing shader
Cleanup post processing render passes
Hammer: Fix dragging from asset browser
Fix clothes not showing in the menu
ModelDoc: Allow Add Meshes wizard on folders inside RenderMeshList node
Hammer: Support mesh file drag drop (fbx, obj, smd, dmx)
Cleanup post processing render passes
Hammer: Strip off file:/// for BuildAssetListFromString, fixes asset drag and drop
Hammer: Bail if we couldn't drag and drop material (if it isn't a decal etc)
Fix sbox glass reefraction
CSceneAnimatableObject: Don't try to bone merge if there's nothing to merge, populate world space and parent space bone transforms before performing bone merge
FPArms: improvements to skinning and triangulation around the metacarpophalangeal joints
Merge branch 'master' of sbox
iron fences - adjusted col
Metal Fences - requested change to move pivot to bottom of each panel and gate
Metal fences - gib models for gates that lacked them
Merge branch 'master' of sbox
Removed more legacy entities
trigger_autosave, tanktrain_aitarget, tanktrain_ai, func_reflective_glass, other entities that are in the fgd but do not show up in Hammer
iron fences - adjusted pivot down
Merge branch 'master' of sbox
Switch PlatformEntity to pure LocalVelocity movement
Adds ModelEntity.MoveWithVelocity method.
Game uploader, packed game downloader
Fixed Content not clearing between games
Removed func_movelinear and func_rotating from the fgd, use ent_platform instead
Fixed KeyframeEntity setting player positions to NaN in certain cases
Addon mount path cleanups
Add base/code/ and /code/ resource files when packing game addon
Cleanup
Cleanup
Make sure /downloads/assets exists before trying to use it
Client can download and use new package format
Thread safety in MainThreadContext.CanTaskMethodPersist
Thread safety in MainThreadContext.CanHandleCancellation
Added another async task test
Added 2 new tilesets Gutter and Gutter Pipe https://files.facepunch.com/louie/1b2811b1/sbox-dev_tih05QDq24.png
aircon - adjusted mount col
aircon - fixed col offset and lod name
Include shader files if they exist
Don't mount local game addons that are disabled
If game uses new manifest, download using that
Fix error loading baks.office
Fix assert crash
Hide "was not precached" asserts because we dgaf
Split Addon to PacksgedGame and RuntimeGame
PackagedGame assembly loading
Initial work on foliage perf optimizations
- Alpha culling by clipping before we even get to the PS
Make specular optional
Fustrum cull triangles
Experiment with culling during shadow pass for foliage
Added transmission
Swap branch materials to new shader
Fix AMD specular issue
Make trees more filled out
Introduced culled_depth variant
Merge pull request #141 from Facepunch/foliage-perf
Foliage performance improvements
Bind hammer properties to watersceneobject
Add Render.IsRenderingMainView to check if current view is the main one, and not a monitor rendertarget
Initial work for HDR & SDR post processing switches
Switch standard post processing to be both SDR & HDR
Remove DoF quality setting, switch to DoF to HDR. Radius automatically picks better kernels
Better scratch target
Better uv calc for example post processing shader
Add RemoveFlags to sceneview
Move ripple texture data to a struct so we can have a cascade of them easily, fix clamping of ripple simulation position around borders
Add water properties toggleable on hammer
Floor view position so that sampling never gets fractional
CCTV - greybox
Aircon - single mount model and adjusted fan lods
Merge branch 'master' of sbox
Output<T> with an enum now writes proper type to the .fgd
PlatformEntity: Fixed stop sound playing when Stop/ToggleMovement is called while the platform is in its TimeToHold wait state
PlatformEntity: Fixed the rotation direction being backwards in-game compared to the visualization
Added DebugOverlay to (Path)PlatformEntity (ent_text concommand)
Merge branch 'master' of sbox
When uploading addons use a 64 bit int for scanned bytes for addons with manifests over ~2.1gb
street cabinets - adjusted tint
Merge branch 'master' of sbox
Iron Fences - LODS
Merge branch 'master' of sbox
Moved Flatgrass to facepunch.flatgrass (plus fixed missing models)
Use an estimated velocity clientside for entities with physics (was just 0 before)
updated gutter and road barrier LOD and physics
Merge branch 'master' of sbox