20,840 Commits over 1,522 Days - 0.57cph!
Citizen/animgraph: updated landing
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)
Add splitting and physics to experimental voxel surface
adding hotspot material/textures, attach rope particles, prefabs
Merge branch 'master' of sbox
Greatly optimize SDF reflections with AABB checks
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 with rendering props and render update loop
Basic VROverlay in Sandbox.Menu with a render target texture of the menu UI - probably a shit place for it but can be moved easily.
https://files.facepunch.com/matt/1b1811b1/vrmonitor_A6tO3ufJP9.png
Iterate on VROverlay API, make the coordinate system match engine, poll events and simulate input in the menu.
QBrush, Scrollbars
Rect, Path, Line
Make ellipsoid shapes correct
Break glass on touch if the panel is broken, allows players to move through it easier
Fixed stack overflow when deleting models with lots of models of models
Fix Event.Hotload not calling on the server, fixes network tables not updating on hotload and probably other shit
QObject's can have events
Fix events not hotloading properly
Hotload event, styles load on start
Store widget function pointers in a way that means hotload can find them
Fixed blendable materials not getting their 'Blend Material` tag
Existing materials will need to be recompiled for this to take effect
Compile post processing shader
Don't try to break glass that's already broken
Widget.Children
Bind qApp, hotload stylesheets
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
Ability to animate from the current set value
Fixed Hammer showing custom ModelDoc nodes as entities
sdf boxes and iterate a bit on trace function
FGDWriter reads XML correctly for properties
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
Pass color/depth buffer to managed post process instead of requesting a copy
Initial work for standard post process shader
Grain
Vignette
Chromatic Aberration
Saturation, cleanup attributes
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
Fix light_environment's sky lighting keyvalues not being setup correctly
Mask view model from motion blur, Set some nicer default settings
StandardPostProcessing animation helpers
Fix viewport offset for post processing with new system
PostProcess.AddToStack -> PostProcess.Add, BasicPostProcess -> MaterialPostProcess, IPostProcess.PostProcess -> IPostProcess.Render
Ability to fade properties in or out
Simplify post process setting setter
Introduce PostProcess.AddGenericToStack for simple post processing
Improved panini projection
SDF reflections test
iterate on sdf test
Animgraph: Add support for tags on single frame anim nodes (needs testing)
Citizen/animgraph: updated jump anim and airborne poses+blends
Removed debug output from FGDWriter
Make Hammer.EntityTool Attribute not inherited
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
Restore and make obsolete PointLightEntity.LightCookie
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
Support vector2 types properly in fgd and tools
Texture and Rotation support for custom Hammer properties
Remove render.postprocess event attribute
Added AppWindow
EventFilter
DockWidget
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
Deprecate render.postprocess, rework post processing to support layers, automatic ping pong buffers, Automatically clear stack
Passthrough/Copy texture shader
Update example post processing shader
Satellite dish - added lods for whole dish and rounded lod0 edge on dish
Add setting helper for standard post processing shader
Allow for more than
65565 single shader variations based on dynamic combos