20,840 Commits over 1,522 Days - 0.57cph!
Improved "Open away from player" behavior for ent_door for models whose x+ axis is not the "inward" direction
Can grab connection and move it to another slot
Remove graphics items from the scene properly
updating construct map/prefab/texture
Merge branch 'master' of sbox
Cleanup, context menu
Data nodes
Refactor
Connections, position change notification
Line drawing
Use our own interop bindings for OpenVR, grab interface from engine
Refactor VROverlay, just set stuff once in property setters instead of in render thread
No need for a separate MainMenuPanel impl for VR, just make a VROverlayPanel of it
Restore viewport after rendering in VROverlayPanel
Simulate VR overlay mouse position properly from scale
No need to mark PP Material as static
I should learn to spell Vignette properly
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
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
Iron fences - 32,64,128 sized iron fences and post
Merge branch 'master' of sbox
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
Add lift vertex color under cursor for paint tool https://files.facepunch.com/layla/1b2411b1/oV4oWcyObW_Trim.mp4
Hover & Selection
QDrag
GraphicsView.GetItemAt
Input highlighting
Connection drawing basics
Compile postprocess_standard
Update all paths for standard shader
Add navsystem to groups.vgc to fix crash in non steam builds when reloading map
Fix RemoveAllDecals not working on WorldEntity
Make 'Couldn't load menu assembly' error contain the whitelist errors
Change Host.Color for servers from Blue to Cyan for better readability
Remove IPostProcessRenderer, move pp init
GraphicsItem.Parent, ZIndex, DrawCircle
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
Initial work on auto saving navs to vpk
Allow saving navs to VPK automatically
remove garbage comment
Simplify VPK extraction and creation for cubemaps and nav
Merge pull request #112 from Facepunch/nav-vpk
Allow saving nav_save to write directly to VPKs
post_process -> postprocess
Citizen/animgraph: updated jump animation + other tweaks/fixes
Rework managed post processor
PostProcessing Settings, Add configurable and non configurable options, update basic pp
Refraction mask so that objects don't refract above water, cleanup code, document code, underwater path, delete separate sbox_water_underwater shader
Finish underwater pass
Seamless fog entry, get fog working on C# side, fog combo
managed GraphicsProxyWidget
Exposed painter, manual painting of GraphicsItem
Fixed CollisionGroup.Always acting as a ladder
prop_physics debris/weapon collision groups work as expected
BaseWeapon can hit debris
Fixed ModelDoc crashing when compiling a gamedata node with no valid FGD class
Added ModelDoc.Line/EditorWidget/HandPose attributes
Interop - special handler for enum
GraphicsView events
RenderHints
Event accepting
Simplify VPK extraction and creation for cubemaps and nav
Save sound loop setting in *.encoding.txt so it's not reset on recompiles
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
Make vr controllers scroll UI the right way and consume the delta after it's used
VR mainmenu, split out the lobby bar into a seperate offset overlay
Initial work on auto saving navs to vpk
Allow saving navs to VPK automatically
Improve fog and refraction
Nicely formatted DomainPatchConstants and HullPatchConstants on VFX compiler
Code cleanup, make it have our current shader coding style
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
VROverlay: handle key management automatically internally
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
ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4
Remove NativePointer, simplifying managed object pointers in native
Refactored so managed classes in c++ use handles and aren't pointers to classes
Clean up InteropSystem
Refactored m_pManagedPtr to EntityObject
ModelDoc: Rotate viewmodel camera with model rotation
Fixed ModelDoc mesh import filter not hiding duplicate counter labels when filtering