22,418 Commits over 1,614 Days - 0.58cph!
tweaked industrial strip light materials WIP
Enable debugging on dev shaders
industrial strip light - adjusted normal map to make bolts more visible on fitting
industrial strip light - adjusted emissive map to increase range
Added ability for ent_door to be breakable.
It uses all the same systems as prop_physics do. So prop_data node on the model sets health, break pieces are used from the model, and there's an option to not have the door breakable even if the model is. Added OnBreak output.
By default doors are not breakable.
Hammer: Don't offset initial drag drop model, fixes incorrect placement on grid
Transform hull bounds to be safe
Include hull bounds to tools model instance bounds to allow better control over bounds when placing models in hammer
make the material editor shader select focus the search input on popup
SCSS add image-rendering
image-rendering: auto;
image-rendering: anisotropic;
image-rendering: bilinear;
image-rendering: trilinear;
image-rendering: point;
image-rendering: pixelated;
image-rendering: nearest-neighbor;
https://files.facepunch.com/ognik/1b0611b1/2021-12-22_43-11-3120fce0-dcf7-46e5-b2c2-817d799f6019-9gUn6NGy.png
Remove redundant inherited member on MainMenuPanel
Don't render panels on invisible overlay panels 🤦 optimize some other code paths too
Fix water fetching depth even without a depth texture, also fixes asserts on tools
Fix error on water parameters if they arent set at all
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 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
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
Adjust main menu vr size / scaling to a more square aspect ratio and scale it bigger so it's not difficult to read
Removed construct vpk, not meant to be commited
Merge h2o into h2o staging for integration testing
Adjust tunnel combined light for water on construct and remove old water sceneobject
Move all sdfreflection code to shared code
temp way to pass proxy mesh constants to main pipeline, batch them later
only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled
Pass AoProxyConstantBuffer in scenesystem
Move sbox_water to water, make shaders load without sbox_ prefix
pass sunlight constants on a static sunlight
Pass object velocity to splash calculation
Tidy up watersceneobject setting combos properly, fix material view, deprecate watersea
Change parameters of default water material
Disable reflections by default on water
Add water material property, fix some things with reflection and splash
Add water properties in construct vmap
Shader objects for water
Remove debug print
Update watersplash_cs.vfx with our shared includes
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>
Unroll loop in water.shared
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
delete test_sdfreflections
Refactor water with needed changes, move Water to Experimental folder, make planar reflection generic
Move ripples to a combo
Remove high quality reflections from this branch
Use generic AddCube function instead of reimplementing it
Make debugview internal
Make combos in water a bool rather than byte
Merge branch 'master' into h2ostaging
Merge pull request #124 from Facepunch/h2ostaging
New Water
Whitelist RuntimeHelpers.EnsureSufficientExecutionStack
BaseTrigger handles touching entities properly when Enabling/Disabling
Fixes sbox-issues/issues/1255
Add support for drawing capsules in tool render utils. Support drawing of capsule hitboxes in CToolSceneHitBoxes
Make Model.GetJson internal
Added Model.GetAllData<T>()
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
Industrial strip light and fixing point- lod0
Merge branch 'master' of sbox
Ability to render scenes with an orthographic camera
`scene = Add.ScenePanel( SceneWorld.Current, CamPos, Rotation.From( CamAngles ), 45, true );`
Fix duck, flashlight and slots for controllers
Simplify glowstate names
Use HDR buffer for bWantsFBCopyTexture
Hammer: Offset drop targets by bounds for better placement https://files.facepunch.com/layla/1b0311b1/3byFPizZvI.mp4
Mark simple liquid as a non dev shader
Setup fake lag config values on game server init so they take effect after server restart
industrial strip light and fixture - rotated to point upwards and fixed self ilum
Merge branch 'master' of sbox
Remove non existent projects from groups.vgc
InteropGen: Adjust ArgDefinedClass for Resource Handles when the arg is not a return
Added Model.ToString to include the model path
Flush model game data node cache on model recompile
Fixed Prop trying to get model game data of NULL model when its model is recompiled
Fixed ModelDoc GameData nodes without properties not deserializing correctly
industrial strip light - material group tweaks
industrial strip light - updated model for material tweak
industrial strip light - adjusted emissive values
Merge branch 'master' of sbox
ModelEntity.SetMaterial
Make the API more clear as this is something people always happen to ask and unable to find
Introduce GSMaxVertexCount, CreateSampler as well as common texture attributes
Make AssertX messages more clear
Change SetMaterial to SetMaterialOverride to keep it consistent with SceneObject
Merge branch 'master' into h2ostaging
Change SetMaterial to SetMaterialOverride to keep it consistent with SceneObject
Make AssertX messages more clear
Introduce GSMaxVertexCount, CreateSampler as well as common texture attributes
ModelEntity.SetMaterial
Make the API more clear as this is something people always happen to ask and unable to find
industrial strip light - material group tweaks
industrial strip light - updated model for material tweak
industrial strip light - adjusted emissive values
Merge branch 'master' of sbox
Fixed ModelDoc GameData nodes without properties not deserializing correctly
Remove non existent projects from groups.vgc
InteropGen: Adjust ArgDefinedClass for Resource Handles when the arg is not a return
Added Model.ToString to include the model path
Flush model game data node cache on model recompile
Fixed Prop trying to get model game data of NULL model when its model is recompiled
Tweaked how layouts are created
Bind QFontDatabase
Material icons
industrial strip light and fixture - rotated to point upwards and fixed self ilum
Merge branch 'master' of sbox
Setup fake lag config values on game server init so they take effect after server restart
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