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

3 Years Ago
Improved "Open away from player" behavior for ent_door for models whose x+ axis is not the "inward" direction
3 Years Ago
Can grab connection and move it to another slot Remove graphics items from the scene properly
3 Years Ago
updating construct map/prefab/texture Merge branch 'master' of sbox
3 Years Ago
Nullable projects
3 Years Ago
Cleanup, context menu Data nodes Refactor Connections, position change notification Line drawing
3 Years Ago
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
3 Years Ago
No need to mark PP Material as static
3 Years Ago
I should learn to spell Vignette properly
3 Years Ago
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
3 Years Ago
Added grain lut
3 Years Ago
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
3 Years Ago
Iron fences - 32,64,128 sized iron fences and post Merge branch 'master' of sbox
3 Years Ago
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
3 Years Ago
Add lift vertex color under cursor for paint tool https://files.facepunch.com/layla/1b2411b1/oV4oWcyObW_Trim.mp4
3 Years Ago
Hover & Selection QDrag GraphicsView.GetItemAt Input highlighting Connection drawing basics
3 Years Ago
Compile postprocess_standard Update all paths for standard shader
3 Years Ago
Add navsystem to groups.vgc to fix crash in non steam builds when reloading map
3 Years Ago
Fix RemoveAllDecals not working on WorldEntity
3 Years Ago
Make 'Couldn't load menu assembly' error contain the whitelist errors Change Host.Color for servers from Blue to Cyan for better readability
3 Years Ago
Update shader paths
3 Years Ago
Remove IPostProcessRenderer, move pp init
3 Years Ago
GraphicsItem.Parent, ZIndex, DrawCircle
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Update postprocess path
3 Years Ago
post_process -> postprocess
3 Years Ago
Citizen/animgraph: updated jump animation + other tweaks/fixes
3 Years Ago
Rework managed post processor PostProcessing Settings, Add configurable and non configurable options, update basic pp
3 Years Ago
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
3 Years Ago
managed GraphicsProxyWidget Exposed painter, manual painting of GraphicsItem
3 Years Ago
Fixed CollisionGroup.Always acting as a ladder prop_physics debris/weapon collision groups work as expected BaseWeapon can hit debris
3 Years Ago
Fixed ModelDoc crashing when compiling a gamedata node with no valid FGD class
3 Years Ago
Added ModelDoc.Line/EditorWidget/HandPose attributes
3 Years Ago
Interop - special handler for enum GraphicsView events RenderHints Event accepting
3 Years Ago
Simplify VPK extraction and creation for cubemaps and nav
3 Years Ago
Save sound loop setting in *.encoding.txt so it's not reset on recompiles
3 Years Ago
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
3 Years Ago
remove garbage comment
3 Years Ago
Initial work on auto saving navs to vpk Allow saving navs to VPK automatically
3 Years Ago
Improve fog and refraction
3 Years Ago
Start refraction work
3 Years Ago
Use RG16F for splash
3 Years Ago
Nicely formatted DomainPatchConstants and HullPatchConstants on VFX compiler Code cleanup, make it have our current shader coding style
3 Years Ago
Missed an include
3 Years Ago
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
3 Years Ago
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
3 Years Ago
ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4
3 Years Ago
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
3 Years Ago
ModelDoc: Rotate viewmodel camera with model rotation
3 Years Ago
Fixed ModelDoc mesh import filter not hiding duplicate counter labels when filtering