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

3 Years Ago
Move all sdfreflection code to shared code
3 Years Ago
Switch to HDR target
3 Years Ago
TextEdit, TextCursor binds
3 Years Ago
Fix edge aliasing Full res CoC LUT
3 Years Ago
Use fullres dof buffer
3 Years Ago
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap Add internal managed code bindings for OpenVR interfaces to Sandbox.Engine VROverlay class in managed, do basic render & input for main menu. These transparently handle the differing coordinate systems from Source to OpenVR. Add VROverlayPanel<T> where T : RootPanel, acts like a normal VROverlay but automatically renders UI to it Render VR menu from menu addon using VROverlayPanel, render in 4K so it doesn't look shit Store VROverlays with WeakRef, sort out IDisposable to delete VROverlayPanel.RootPanel VROverlay input system for UI using input data from OpenVR Handle scroll events on vr overlays, turn it into InputData for UI Custom OpenVR interop bindings, grab the OpenVR interfaces from engine Lets us cut out loads of bullshit making things way simpler and neater. Restore viewport after rendering in VROverlayPanel Simulate VR overlay mouse position properly from scale Make engine construct OpenVR texture handles instead since they're graphics API specific Update MouseScale properly on vr panel overlays Update vr overlay panel render texture when panel bounds change Hide vr overlays if vr dashboard is open Document on when you should use an overlay vs a worldpanel Dispose of all vr overlays on game end that may not have been picked up by GC yet Prevent redundant calls to OpenVR in property setters Expose TriggerLaserMouseHapticVibration for VR overlays, add quick test case to pulse when hovering panels tidy up, unfuck namespaces / class names / docs Fix vr overlays crashing from wrong thread by using a device thread callback ( even though we were in a render thread anyway? ) Make VR overlays work in-game, hide them when the main menu overlay is showing Fix interop issues from rebase/squash Decide if VROverlayPanel does input from pointer-events Allow absolute overlay transforms from seated or standing origins Add relative overlay transforms from other overlays (they inherit visibility too) Add Overlay.SetHudTransform( Transform ), set it relative to system.HeadsetView overlay view Start exposing IVRInput to the managed engine, let us interact with actions internally ( shit like /user/hand/right ) Add relative overlays to tracked devices misc mark shit as internal, fixes, tidy up
3 Years Ago
Adjust tunnel combined light for water on construct and remove old water sceneobject
3 Years Ago
Merge h2o into h2o staging for integration testing
3 Years Ago
Fix splashes having incorrect offset when rendering view correctly Iterate on water, fixes a lot of stuff, add most properties to the shader, add lots of combos Disable multiview instancing combo for now, add a lot of shader code to shared code Cleanup managed water code Update pixelinput to support clipplanes Debug visualization for sdf reflections update test water vmat
3 Years Ago
Network Client.IsBot so it works clientside
3 Years Ago
tidy up, unfuck namespaces / class names / docs Fix vr overlays crashing from wrong thread by using a device thread callback ( even though we were in a render thread anyway? ) Make VR overlays work in-game, hide them when the main menu overlay is showing
3 Years Ago
Citizen/animgraph: added flailing while airborne
3 Years Ago
Give DOF more Bokeh
3 Years Ago
These dlls aren't used QtNetwork unused Re-binding QAction to Option to avoid confusion with System.Action Toolbars, tools list
3 Years Ago
Hexagonal blur with controllable bokeh sides
3 Years Ago
Multipass support for render targets and multipass dof
3 Years Ago
Don't assert in spring joint when min rest length is bigger than max rest length, just calculate the new min max instead
3 Years Ago
BBox return correct corners
3 Years Ago
Nuke sbox_postprocess
3 Years Ago
Convert standard postprocessing shader into multiple passes
3 Years Ago
Introduce multipass support in postprocessing
3 Years Ago
Style tweaks
3 Years Ago
Concept Widget cleanup
3 Years Ago
Assert if you try to use post processing on the server
3 Years Ago
Fix nav_edit ghosting cursor
3 Years Ago
Updated Flatgrass
3 Years Ago
Fix access violation in CSceneWorldObjectList::FindChunkForObject Possible access violation fix in CBaseSceneObjectDesc::FillTransforms
3 Years Ago
Update documentation
3 Years Ago
Ability to get the nav areas attributes at any given point
3 Years Ago
NavPathData -> NavNode, Query area attributes. Remove edge
3 Years Ago
Dispose of all vr overlays on game end that may not have been picked up by GC yet Prevent redundant calls to OpenVR in property setters Expose TriggerLaserMouseHapticVibration for VR overlays, add quick test case to pulse when hovering panels
3 Years Ago
NavMesh BuildPathEx
3 Years Ago
Cleanup base.fgd & s&box.fgd Removed legacy 'master' property from all entities Removed legacy entities: func_illusionary func_wall func_wall_toggle Removed other entities: func_dustcloud func_dustmotes func_fish_pool func_orator game_gib_manager game_player_equip game_player_team info_intermission point_bonusmaps_accessor trigger_xen_foliage_interaction trigger_foliage_interaction logic_achievement info_offscreen_panorama_texture test_traceline
3 Years Ago
Delete Interp.Engine.cs
3 Years Ago
Remove 'Shadow Casting' property in Hammer from non ModelEntity entities Minor changes Moved explosion code from Prop to ExplosionEntity, which now acts as env_explosion replacement, which was removed
3 Years Ago
Make engine construct OpenVR texture handles instead since they're graphics API specific Update MouseScale properly on vr panel overlays Update vr overlay panel render texture when panel bounds change Hide vr overlays if vr dashboard is open Document on when you should use an overlay vs a worldpanel
3 Years Ago
updated construct map/ prefab/ material
3 Years Ago
Fixed entity filter in console not working
3 Years Ago
Make Surface.BaseSurface work Also adds Surface.Get/SetBaseSurface()
3 Years Ago
Fix Rotation.Equals
3 Years Ago
Added orientation option to fence tilesets
3 Years Ago
Fix RenderTargetDesc_t marked as enum
3 Years Ago
Merge tool-hooks branch
3 Years Ago
Ignore Interop*.cs
3 Years Ago
Fix compile warning with SoundEvent asset type Trace.Box + Trace.Sphere + Trace.Capsule (#107) Give Logger object overloads Citizen/animgraph: updated Jump anim EditorModelAttribute can do different color tint when the entity is dynamic (for lights) Added Hammer.CanBeClientsideOnlyAttribute Added 2 internal Hammer helper attributes Street cabinets - revised street cabinet 1 2 and 3 Merge branch 'master' of sbox street cabinet 3 - material adjustments Satellite dish - added lods for whole dish and rounded lod0 edge on dish Prevent stack overflows in FGDWriter Don't write read only properties, and don't write properties whose type is same as the parent class type Vector2 can load from object in a JSON Texture and Rotation support for custom Hammer properties Support vector2 types properly in fgd and tools Added Hammer.SkipProperty attribute Allows properties of parent classes to be hidden in the FGD light_omni, light_ortho and light_spot are now auto generated into engine.fgd Restore and make obsolete PointLightEntity.LightCookie Moved light_environment to engine.fgd (is now auto generated) fade distances and range properties were not moved as they appear to do nothing and make no sense on that entity anyway. Restore light_environment's description in Hammer Make Hammer.EntityTool Attribute not inherited Removed debug output from FGDWriter Citizen/animgraph: updated jump anim and airborne poses+blends Animgraph: Add support for tags on single frame anim nodes (needs testing) Fix light_environment's sky lighting keyvalues not being setup correctly func_shatterglass additions & changes Added support for parenting in Hammer Added Break input Added OnBreak output Replaced "Is in a frame" property with a "contraint" property - has 1 extra selection for physics glass that starts asleep FGDWriter reads XML correctly for properties Fixed Hammer showing custom ModelDoc nodes as entities info_particle_system fixes Fixed not working in skybox Fixed the particle not being attached to the entity itself correctly Added 'Snapshot File' property Fixed it not sending itself to clients always Fixed it not showing its particle path in Entity Report in Hammer Don't try to break glass that's already broken Fixed blendable materials not getting their 'Blend Material` tag Existing materials will need to be recompiled for this to take effect Fix Event.Hotload not calling on the server, fixes network tables not updating on hotload and probably other shit Fixed stack overflow when deleting models with lots of models of models Break glass on touch if the panel is broken, allows players to move through it easier adding hotspot material/textures, attach rope particles, prefabs Merge branch 'master' of sbox Add splitting and physics to experimental voxel surface Citizen/animgraph: airborne side selector (During the post-jumping airborne state, the legs will now match the weapon pose; that is to say, which leg should be forward, if either. This is implemented thanks to Tags on Single Frame nodes) Citizen/animgraph: updated landing Fixed ModelDoc mesh import filter not hiding duplicate counter labels when filtering ModelDoc: Rotate viewmodel camera with model rotation ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4 Initial work on auto saving navs to vpk Apply lock on AllAttributes in Library.GetType just like other Library.Get methods try-catch ModelBreakCommand execution Added PropGib entity which is spawned as gibs instead of Prop, and carries some extra data Implemented (and moved to managed) break_create_joint_revolute model break command Missed an include Allow saving navs to VPK automatically remove garbage comment Save sound loop setting in *.encoding.txt so it's not reset on recompiles Simplify VPK extraction and creation for cubemaps and nav Added ModelDoc.Line/EditorWidget/HandPose attributes Fixed ModelDoc crashing when compiling a gamedata node with no valid FGD class Fixed CollisionGroup.Always acting as a ladder prop_physics debris/weapon collision groups work as expected BaseWeapon can hit debris Citizen/animgraph: updated jump animation + other tweaks/fixes Merge pull request #112 from Facepunch/nav-vpk Allow saving nav_save to write directly to VPKs Make 'Couldn't load menu assembly' error contain the whitelist errors Change Host.Color for servers from Blue to Cyan for better readability Fix RemoveAllDecals not working on WorldEntity Add navsystem to groups.vgc to fix crash in non steam builds when reloading map Add lift vertex color under cursor for paint tool https://files.facepunch.com/layla/1b2411b1/oV4oWcyObW_Trim.mp4 func_shatterglass: Fix being able to walk through physics enabled unbroken glass & Do not despawn large glass pieces Adjust wood break plank sound to not be so loud Adjust glass impact sound volume Glass surface has sounds Iron fences - 32,64,128 sized iron fences and post Merge branch 'master' of sbox Post-processing stack Pass color/depth buffer to managed post process instead of requesting a copy Initial work for standard post process shader Grain Vignette Chromatic Aberration Lens distortion Keep vignette on top of the lens distortion Example post processing shader Color overlay with additive, multiply and mix blending Panini projection Make vignette color customizable Pixelate Single pass motion blur Blur post processing Depth of field Sharpen Compiled post processing shader Fix post processing offset and scaling Initial work managed post processing stack Added DOF quality for faster single pass dof Compiled post process with dof quality Allow for more than 65565 single shader variations based on dynamic combos Add setting helper for standard post processing shader Passthrough/Copy texture shader Update example post processing shader Deprecate render.postprocess, rework post processing to support layers, automatic ping pong buffers, Automatically clear stack Remove render.postprocess event attribute Improved panini projection Introduce PostProcess.AddGenericToStack for simple post processing Simplify post process setting setter Ability to fade properties in or out PostProcess.AddToStack -> PostProcess.Add, BasicPostProcess -> MaterialPostProcess, IPostProcess.PostProcess -> IPostProcess.Render Fix viewport offset for post processing with new system StandardPostProcessing animation helpers Mask view model from motion blur, Set some nicer default settings Ability to animate from the current set value Compile post processing shader Rework managed post processor PostProcessing Settings, Add configurable and non configurable options, update basic pp post_process -> postprocess Update postprocess path Settings iteration Axe SetSettings Remove Set/GetPostProcessingLayerCount Allow creation of render attribute objects Cleanup cpp side of renderer Move post process to global name space DrawScreenQuadEx for rendering with custom attributes Rework standard post process to use its own attributes Shift from IPostProcessRenderer to BasePostProcess MaterialPostProcess now derives from BasePostProcess Remove configurable variant Move blit to post process constructor Remove IPostProcessRenderer, move pp init Update shader paths Compile postprocess_standard Update all paths for standard shader Added grain lut Merge pull request #108 from Facepunch/post-processing Rework post-processing and introduce post-processing stack I should learn to spell Vignette properly No need to mark PP Material as static updating construct map/prefab/texture Merge branch 'master' of sbox Improved "Open away from player" behavior for ent_door for models whose x+ axis is not the "inward" direction Fixed rubber surface having a muzzleflash as impact effect Citizen/animgraph: pose/jump/land updates Merge branch 'master' of sbox Update Interop.Menu.cs Merge branch 'master' into tool-hooks
3 Years Ago
Remove debug
3 Years Ago
Update Interop.Menu.cs
3 Years Ago
TrayIcon Interop: Fixed enums not being int64 to native, class pointer casting tweaks Fixed some bindings to wrong type SetCursor
3 Years Ago
Citizen/animgraph: pose/jump/land updates Merge branch 'master' of sbox
3 Years Ago
Fixed rubber surface having a muzzleflash as impact effect