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20,840 Commits over 1,522 Days - 0.57cph!

3 Years Ago
Mark simple liquid as a non dev shader
3 Years Ago
Hammer: Offset drop targets by bounds for better placement https://files.facepunch.com/layla/1b0311b1/3byFPizZvI.mp4
3 Years Ago
Fixed titlebarless window size being out of sync until moved Added Widgets.UpdatesEnabled, SuspendUpdates struct Focus changes provide FocusChangeReason enum Global event on mouse pressed (so we can close popups nicer) Added DataModel.RowsChanged Added Widget.IsFocused, Widget.IsActiveWindow, Widget.FocusMode, Widget.FocusProxy Added Widget.IsPopup Added Menu.SelectedOption Only override native ptr comparisons if is a struct OnLineEdit_ connects not used Remove debug Add custom AutoComplete widget (this is gonna be easier than dealing with their bullshit) Combobox/LineEdit can use AutoComplete Console autocomplete
3 Years Ago
Use HDR buffer for bWantsFBCopyTexture
3 Years Ago
Simplify glowstate names
3 Years Ago
Fix duck, flashlight and slots for controllers
3 Years Ago
Ability to render scenes with an orthographic camera `scene = Add.ScenePanel( SceneWorld.Current, CamPos, Rotation.From( CamAngles ), 45, true );`
3 Years Ago
Adjust main menu vr size / scaling to a more square aspect ratio and scale it bigger so it's not difficult to read
3 Years Ago
Industrial strip light and fixing point- lod0 Merge branch 'master' of sbox
3 Years Ago
Prevent Surface being able to have itself as the base surface Fixed GlassShard.CalculateArea not working on client func_shatterglass: Added ability to change material when the glass breaks
3 Years Ago
If VR is enabled make the GameList.ControlTag default to VR Add 4k & 8k render target sizes to be used as scratch ( dx11 max texture size = 16k ) Use a copy of the current viewport instead of framebuffer when rendering panel backdrop filters
3 Years Ago
KeyEvent, Focus, Blur hooks Add Widget.ScreenPosition, Widget.ToScreen( pos ), Widget.FromScreen( pos ) Added Widget.IsTooltip Add Menu.Clear Add QKeyEvent Move console autocomplete to engine glue instead of client Add Widget.PostKeyEvent( key ) Allow native pointer type equality comparisons
3 Years Ago
Use true luminance for disc fill
3 Years Ago
Make Model.GetJson internal Added Model.GetAllData<T>()
3 Years Ago
fucking fixed viewport offsets
3 Years Ago
Mange all render targets on C# side, use full HDR now
3 Years Ago
Fixed crash in about box (GraphicsWidget multiple inheritance fucking us)
3 Years Ago
Add console commands from Sandbox.Menu dll making menu_reload work again Add missing internals to a couple OpenVR structs Add float.MeterToInch / float.InchToMeter extension methods Make main menu VR overlay properly show when ingame Make the loading screen show in VR, add VROverlay.SortOrder, add RootPanel.IsVR set when a RootPanel is owned by a VROverlay
3 Years Ago
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap Interopgen OpenVR's IVROverlay to managed engine Add VROverlayPanel - these are panels rendered in local VR space over the world, input is automatically simulated VR.Init() in MenuDll, set VR.Enabled in Init only since it never changes When in VR create a main menu with an VROverlayPanel, make this wide and 4k so it doesn't look ass Basic interop of IVRInput to managed, get action origins & add VROverlay.SetTransformRelative( VRTrackedDevice )
3 Years Ago
SDF shape batcher
3 Years Ago
Add support for drawing capsules in tool render utils. Support drawing of capsule hitboxes in CToolSceneHitBoxes
3 Years Ago
Initial commit for sdf reflections
3 Years Ago
BaseTrigger handles touching entities properly when Enabling/Disabling Fixes sbox-issues/issues/1255
3 Years Ago
Make texture more explicit
3 Years Ago
Data Flags Can setData
3 Years Ago
Make combos in water a bool rather than byte
3 Years Ago
Use generic AddCube function instead of reimplementing it Make debugview internal
3 Years Ago
Remove high quality reflections from this branch
3 Years Ago
Move ripples to a combo
3 Years Ago
Whitelist RuntimeHelpers.EnsureSufficientExecutionStack
3 Years Ago
delete test_sdfreflections Refactor water with needed changes, move Water to Experimental folder, make planar reflection generic
3 Years Ago
Data Nodes
3 Years Ago
Unroll loop in water.shared Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
3 Years Ago
Use our shared includes on water vfx Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
3 Years Ago
Update watersplash_cs.vfx with our shared includes Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
3 Years Ago
Remove debug printing
3 Years Ago
Use an elipson for CoC edge, make CoC blur togglable
3 Years Ago
Remove debug print
3 Years Ago
Add water material property, fix some things with reflection and splash Add water properties in construct vmap Shader objects for water
3 Years Ago
Change parameters of default water material Disable reflections by default on water
3 Years Ago
Tidy up watersceneobject setting combos properly, fix material view, deprecate watersea
3 Years Ago
Pass object velocity to splash calculation
3 Years Ago
pass sunlight constants on a static sunlight
3 Years Ago
Move sbox_water to water, make shaders load without sbox_ prefix
3 Years Ago
Parent works
3 Years Ago
ComboBox, LineEdit binds DataMode wip
3 Years Ago
Further improve CoC edge
3 Years Ago
Fix drawing with console open
3 Years Ago
only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled Pass AoProxyConstantBuffer in scenesystem
3 Years Ago
temp way to pass proxy mesh constants to main pipeline, batch them later