20,840 Commits over 1,522 Days - 0.57cph!
Mark simple liquid as a non dev shader
Hammer: Offset drop targets by bounds for better placement https://files.facepunch.com/layla/1b0311b1/3byFPizZvI.mp4
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
Use HDR buffer for bWantsFBCopyTexture
Fix duck, flashlight and slots for controllers
Ability to render scenes with an orthographic camera
`scene = Add.ScenePanel( SceneWorld.Current, CamPos, Rotation.From( CamAngles ), 45, true );`
Adjust main menu vr size / scaling to a more square aspect ratio and scale it bigger so it's not difficult to read
Industrial strip light and fixing point- lod0
Merge branch 'master' of sbox
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
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
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
Use true luminance for disc fill
Make Model.GetJson internal
Added Model.GetAllData<T>()
fucking fixed viewport offsets
Mange all render targets on C# side, use full HDR now
Fixed crash in about box (GraphicsWidget multiple inheritance fucking us)
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
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 )
Add support for drawing capsules in tool render utils. Support drawing of capsule hitboxes in CToolSceneHitBoxes
Initial commit for sdf reflections
BaseTrigger handles touching entities properly when Enabling/Disabling
Fixes sbox-issues/issues/1255
Make texture more explicit
Make combos in water a bool rather than byte
Use generic AddCube function instead of reimplementing it
Make debugview internal
Remove high quality reflections from this branch
Whitelist RuntimeHelpers.EnsureSufficientExecutionStack
delete test_sdfreflections
Refactor water with needed changes, move Water to Experimental folder, make planar reflection generic
Unroll loop in water.shared
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Use our shared includes on water vfx
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Update watersplash_cs.vfx with our shared includes
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Use an elipson for CoC edge, make CoC blur togglable
Add water material property, fix some things with reflection and splash
Add water properties in construct vmap
Shader objects for water
Change parameters of default water material
Disable reflections by default on water
Tidy up watersceneobject setting combos properly, fix material view, deprecate watersea
Pass object velocity to splash calculation
pass sunlight constants on a static sunlight
Move sbox_water to water, make shaders load without sbox_ prefix
ComboBox, LineEdit binds
DataMode wip
Fix drawing with console open
only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled
Pass AoProxyConstantBuffer in scenesystem
temp way to pass proxy mesh constants to main pipeline, batch them later