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20,844 Commits over 1,522 Days - 0.57cph!

3 Years Ago
Cascade color interpolation
3 Years Ago
Default to linear RGB gradients for spec This can be changed with `color-interpolation: auto;` or `color-interpolation: lab;`
3 Years Ago
Added editor icon to "ent_logic" and editor model for "info_target"
3 Years Ago
Ignore uncompiled texture .jpg when sending files to client Parse CSS floats / ints with InvariantCulture in generated code too, should fix remaining issues with odd regional setups
3 Years Ago
Initial support for color-interpolation on gradients ```scss color-interpolation: linearRGB; // Old method color-interpolation: auto; // Auto pick best method(default) color-interpolation: lab; // New method ```
3 Years Ago
Introduce new gradient generator for softer/smoother results Before: https://files.facepunch.com/ognik/1b3011b1/2021-12-19_27-54-bd323c25-6f85-48ec-96a8-35595829d12c-HvsjGFLB.png After: https://files.facepunch.com/ognik/1b3011b1/2021-12-19_26-43-0861d68b-f9b6-46f5-bd46-33e91fe7e2f4-V5x7aG7c.png
3 Years Ago
Add + and - operator for colors
3 Years Ago
Add ColorXYZ Lerp, Add ToLab conversion and fix results from XYZ->Color
3 Years Ago
Add ISteamInput interface from Facepunch.Steamworks Initialize Steam Input from managed Add dispatch events to SteamInput for device callbacks dis/connected, these are always called for already connected controllers Update Steamworks 1.53 for Steam Input improvements including Steam Deck support Update networksystem to resolve removal of deprecated funcs / renaming in Steamworks 1.58 SteamInput.EnableDeviceCallbacks() - should be giving us controller connected / disconnected events but isn't, steamworks bug? Basic action manifest with menu & ingame controls sets, in future we could provide a lot more versatile sets for different genres Start exposing a Controller class in Sandbox.Game, let's make them easily grabbable so we can do UI or BuildInput with them directly Chuck up some debug panels in the input settings menu for each connected controller to debug features Async steam input glyph texture loader Generalize Steam Input into a Controller API, abstract all actions into enums close to our pre-existing IN_ actions Quick button prompt panel e.g `<ControllerActionHint ActionName="Jump">`, uses relevant user's bound controller glyphs. Forward SteamInput callbacks to C# Steamworks properly Poll action handles until they're non zero, workaround for a known bug where we shouldn't be needing to do this Update IGA file to match enums and action manifest, add a basic PS4 controller manifest Remove dead code Manage controller connected with callbacks and add events for connected / disconnected, this should keep handles in place too on reconnects Controller.TriggerVibration: accept normalized floats instead of 0 <-> ushort.MaxValue and support Xbox trigger impusle rumble. Disable XInput init / polling in inputsystem, handle it all in managed via Steam Input Controller API Init/Poll in Sandbox.Client too Iterate more on Controller API, replicate Down/Pressed/Up methods of InputBuilder, document more shit Create controller input in InputBuilder from managed Controller API ( maybe this should be in base instead so the user can override it for whatever reason? ) Initial work on UI navigation with controller
3 Years Ago
Hammer: Block tool remembers last height https://files.facepunch.com/layla/1b2811b1/58745.mp4
3 Years Ago
Introduce RealTimeUntil.Fraction
3 Years Ago
Fix TimeUntil.Fraction
3 Years Ago
Add TimeUntil
3 Years Ago
Add preprocessor definitions to project generator which are used SANDBOX, DEBUG and TRACE are now defined
3 Years Ago
Introduce white reference converters for XYZ, Accept xyz-d50 & xyz-d65 for SCSS `ColorXYZ.ToD50();` `ColorXYZ.ToD65();` `background-color: color(xyz-d50 0.2005 0.14089 0.4472)` `background-color: color(xyz-d65 0.21661 0.14602 0.59452)`
3 Years Ago
Introduce Lab color space for SCSS `background-color: color(lab 83.2141% -129.1072 87.1718);` or `background-color: lab(83.2141%, -129.1072, 87.1718);`
3 Years Ago
Introduce ColorXYZ, Allow usage of a98-rgb color space in RGB, Allow setting color based on index `background-color: color(a98-rgb 0.281363 0.498012 0.116746);` `Color[0] = 1.0f; // sets red to 1.0`
3 Years Ago
Introduce initial support for `color()` `background-color: color(rgb 30 40 60);`
3 Years Ago
Bring rgb/rgba up to spec RGBA is just an alias for RGB RGB now accepts percentages Support for spaced and `/` parameters
3 Years Ago
Allow float parser to parse scientific notation
3 Years Ago
Support for HSL hue units Deg, Grad, Rad and Turn are now support: `background-color: hsla(120deg, 75%, 50%, 0.4);`
3 Years Ago
Fix ColorOverlay not being able to get reenabled
3 Years Ago
Reduce strictness of HSL including alpha value Web standards let this happen `background-color: hsl(120, 75%, 50%, 40%);` `background-color: hsl(120 75% 50% / 0.6);` `background-color: hsl(120 75% 50% / 80%);` are all considered valid
3 Years Ago
SCSS HLSA Color Parser changes for CSS4 Functional syntax support with HSLA( `/` for alpha ) Alpha is now optional in HLSA
3 Years Ago
Iterate on FSR more
3 Years Ago
FidelityFX shaders
3 Years Ago
Fix divide by 0 and don't recreate multiple RTs when we hit our min scale
3 Years Ago
Downscale remaining scratch render targets
3 Years Ago
Initial support for resolution rescaling Basic support for rendering to a lower or higher resolution
3 Years Ago
Hammer: Write surface property names to temp file so it's not in game dir
3 Years Ago
Hammer: Write surface property names to file so map builder can add them back, fixes static props losing their surface properties
3 Years Ago
Use InvariantCulture when parsing time in scss too
3 Years Ago
Fix initial fgd autogen needing config folder to exist
3 Years Ago
Hammer: CToolPhysics::IsTargetSelected also checks the target parent, fixes grabbing map meshes that were box selected
3 Years Ago
Hammer: Fix physics simulation selection for map entities that have child map meshes
3 Years Ago
ModelDoc: Make ConvertPhysicsShapesToAoProxies work on box physics shapes
3 Years Ago
ModelDoc: Fix new animgraph save path
3 Years Ago
Add developer shader builder to workflows
3 Years Ago
Add compilation scripts for debug info
3 Years Ago
Introduce debug info flag for vfxcompiler
3 Years Ago
Introduce new header flag in shaders, "DebugInfo" `DebugInfo = true;` in the shader header will now ship debug info with the header
3 Years Ago
Revert debug information when building shaders We have a lot of "DevShader" flags internally, I don't think it's a good idea to ship 5gb of shaders
3 Years Ago
Fix model path spacing not being copied over
3 Years Ago
Hammer: Rework how model path data gets provided to world renderer builder and physics builder
3 Years Ago
Iterate on AOProxy batching
3 Years Ago
Add option to orientate to path Add option for model path spacing
3 Years Ago
Draw panel hovered in panel tree
3 Years Ago
Made Paint a global static Added EngineOverlay and "paintoverlay" event Added Widget.NoSystemBackground, Widget.IsFramelessWindow PanelList highlights selected panel on engine view
3 Years Ago
VoxelSurface: Don't add mesh to builder until mesh is fully created
3 Years Ago
qt update (with pdb this time)