22,417 Commits over 1,614 Days - 0.58cph!
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
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
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
Compiled post process with dof quality
street cabinet 3 - material adjustments
Street cabinets - revised street cabinet 1 2 and 3
Merge branch 'master' of sbox
EditorModelAttribute can do different color tint when the entity is dynamic (for lights)
Added Hammer.CanBeClientsideOnlyAttribute
Added 2 internal Hammer helper attributes
Citizen/animgraph: updated Jump anim
Give Logger object overloads
Trace.Box + Trace.Sphere + Trace.Capsule (#107)
Fix compile warning with SoundEvent asset type
resource folder, qicon support
Crude hook system
QMenu Binds
Added DOF quality for faster single pass dof
Trace.Box + Trace.Sphere + Trace.Capsule
Log is now a Logger on GlobalNamespace, automatically named per Host
Initial work managed post processing stack
Fix tools startup failing if temp/valve doesn't exist
Fix post processing offset and scaling
updated construct / mat/ textures
Make sure we update our GameAssembly hash on initial load, fixes all networking errors
Make non public and inherited methods register for events again
Update version for vswhere