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20,848 Commits over 1,522 Days - 0.57cph!

3 Years Ago
Addon selection in asset browser now saves/restores on addon change
3 Years Ago
Add Widget.AcceptDrops Add widget drag/drop events Add DragData.HasFileOrFolder, DragData.FileOrFolder Allow dropping folder/.addon file onto addon manager to add Switch to new addon when added
3 Years Ago
Add documentation to PostProcess
3 Years Ago
Simplify post processing uv calc
3 Years Ago
Start editor window disabled until loading has finished (fixes crash with launching tools too early)
3 Years Ago
Fallback to local addon if not found on backend Fixed fgd's not writing to addons outside of /addons/
3 Years Ago
Return null if we use PostProcess.Get and we have no post processing effects Introduce UseFalloff parameters to each post processing effect to enable and disable falloff
3 Years Ago
Support colored input for reflections
3 Years Ago
Disable adding proxy instance shape to sdf shape list until merge shape optimizations to master
3 Years Ago
Upload shape buffer data to the GPU with any arbitrary size beyond 4KB Bind shape buffer data to rendering pipeline and give support for multipass if we need it
3 Years Ago
Give base addons proper schemas so they don't get auto-upgraded and stomp SharedAssets.
3 Years Ago
Set SharedAssets to empty on base, citizen, rust addons - stops them being downloaded over multiplayer
3 Years Ago
Hack to resize glyphs from Steam if they're the wrong size until it's fixed on Steam, e.g PS glyphs are twice as big.. Add optional style parameter to Input.GetGlyph There's 3 styles Knockout (default) buttons are on a knocked-out background. Light is black on a white background, Dark is white on a black background. Modifiers WithNeutralColorABXY() will match the style color instead, WithSolidABXY() gives the buttons a solid fill. Example usage: Input.GetGlyph( InputButton, style: GlyphStyle.Light.WithSolidABXY() ); https://files.facepunch.com/matt/1b1711b1/glyph_styles.png
3 Years Ago
Fix pixelate falloff for post processing
3 Years Ago
Assert client for creation of StandardPostProcess
3 Years Ago
Updated func_precipitation to allow TimeScale via input
3 Years Ago
Introduce Particles.TimeScale to change the simulation speed for each particle system https://files.facepunch.com/ognik/1b1711b1/2022-01-01_06-25-d7fea9ba-9834-446d-b0f7-aaf2b0a8d913-bTsQ7KeY.mp4
3 Years Ago
Updated func_precipitation to include inputs for Start/Stop (with Fade time), Freeze/UnFreeze and Set Density Work in progress Snow precipitation particles
3 Years Ago
Force particle update on changing draw state
3 Years Ago
If we're reading a text file and it's 0 length, set buffer to an empty string instead of leaving it null Should fix https://sentry.io/share/issue/93c85098febf49b998112d254516202e/
3 Years Ago
Add Particle.Simulating and Particle.EnableDrawing Allow the usage of freezing or hiding particles
3 Years Ago
Initial pass on simplifying mod resolve logic in asset system Map compiler add special search path when compiling, to be able to resolve shit I don't like how we use the TEMP folder for compiling maps, lets do all that in the .source2 folder instead VPK compiling path resolution fixes Add GetTemporaryFolder(), use that where appropriate instead of repeating logic everywhere Put _vrad3 in the .source2 folder too Remove debug Cleaned now unneeded param from SplitFullPath Merge branch 'asset-path-lookups'
3 Years Ago
Put _vrad3 in the .source2 folder too Remove debug Cleaned now unneeded param from SplitFullPath
3 Years Ago
Fix documentation warning
3 Years Ago
Add GetTemporaryFolder(), use that where appropriate instead of repeating logic everywhere
3 Years Ago
Change Event.Frame to Event.Screen.SizeChanged for standard post processing
3 Years Ago
Document standard post processing settings
3 Years Ago
Add "Falloff" post processing effect. `PostProcess.Get<StandardPostProcess>().Falloff` The falloff post processing effect lets you create a distance based falloff on all the existing post processing effects. This lets you create effects such as "keeping the background black and white whilst keeping everything close to the player in color" https://files.facepunch.com/ognik/1b1611b1/2022-01-19_07-16-4777c436-c23f-4ee5-b462-d1fce508a2c5-WH9GCPBk.jpg
3 Years Ago
Add SetupPhysicsFromOrientedCapsule
3 Years Ago
Moved and Renamed Precipitation Particles also added tint CP Added Tint option to Precipitation + Organised
3 Years Ago
func_precipitation: Add density property with precipitation_density scale convar
3 Years Ago
Added density CP3 to rain
3 Years Ago
func_precipitation: Add inner near and far distance properties
3 Years Ago
remove left over log
3 Years Ago
Initial func_precipitation implementation
3 Years Ago
Added support linear gradient angles for text gradients. Added gradient unit parsing(deg, grad, rad, turn). Removed redundant tags text-background & text-background-image `color: linear-gradient( 90deg, rgba(255,0,0,1), rgba(255,154,0,1), rgba(208,222,33,1), rgba(79,220,74,1), rgba(63,218,216,1), rgba(47,201,226,1), rgba(28,127,238,1), rgba(95,21,242,1), rgba(186,12,248,1), rgba(251,7,217,1), rgba(255,0,0,1) );` https://files.facepunch.com/ognik/1b1611b1/2022-01-03_55-22-5eb08044-4257-4bc3-a3b0-02b34cbce225-6MQT2b5S.png
3 Years Ago
Initial support for gradient support for text color https://files.facepunch.com/ognik/1b1611b1/2022-01-02_52-09-a8c40adc-c3b1-47ac-8239-9887f8341be7-6vjTyEYW.png ```css color: linear-gradient( rgba(255,0,0,1), rgba(255,154,0,1), rgba(208,222,33,1), rgba(79,220,74,1), rgba(63,218,216,1), rgba(47,201,226,1), rgba(28,127,238,1), rgba(95,21,242,1), rgba(186,12,248,1), rgba(251,7,217,1), rgba(255,0,0,1) ); text-background: linear-gradient( red, green ); text-background-image: linear-gradient( pink, blue ); ```
3 Years Ago
VPK compiling path resolution fixes
3 Years Ago
Map compiler add special search path when compiling, to be able to resolve shit I don't like how we use the TEMP folder for compiling maps, lets do all that in the .source2 folder instead
3 Years Ago
Initial pass on simplifying mod resolve logic in asset system
3 Years Ago
Auto upgrade the schema instead of trying to get the user to do it
3 Years Ago
Show the addon manager tab by default
3 Years Ago
Re-add "Open Visual Studio" option
3 Years Ago
Fix light bounces being black on multiblend materials
3 Years Ago
Tweaked rain impact particle Added more wip fx particles
3 Years Ago
Error if trying to add the same addon twice. Remove debug log from controller testing.
3 Years Ago
Rework how we encode shape data away from constant buffers, cleanup, add shape manager
3 Years Ago
Work in Progress Rain Particle
3 Years Ago
Remove extra EndGlobalSection from .sln - fixes Rider being unable to open solution When upgrading .addon to new schema default SharedAssets to `*.*`
3 Years Ago
Fix up break pieces on citizen_props/ models Rename FuncBrush.cs to BrushEntity.cs Added Rotation.Random to complement Vector3/Angles.Random Update base.fgd