182,615 Commits over 3,106 Days - 2.45cph!

7 Minutes Ago
Add Graphics.DrawIcon, Graphics.DrawQuad, Graphics.DrawRoundedRectangle Add Vector4.Length, LengthSquared, IsNearZeroLength Obsoleted Draw2D stuff can use Graphics stuff Converted addon code to not use Draw2D
55 Minutes Ago
4, 4k res tables for media scenes
1 Hour Ago
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2 Hours Ago
Fix shader compile
3 Hours Ago
Initial experiments Put HUD and GameUI rendering in hooks Switch to managed render hooks Change some Assert.NotNull to Assert.IsValid Switch post process to work in new system Lets initialize the pointers in CMeshDrawPrimitive_t so I don't waste 40 mins chasing my own tail again Add Render.Draw.RenderSceneObject (lets worry about how much this api sucks another time) Added Render Events for BeforePostProcess and AfterPostProcess Support LOD/Bodygroups in RenderSceneObject managedrenderpipeline.h doesn't exist anymore Add render hooks for rendering just before viewmodel, just after viewmodel Get rid of RenderTools.DrawScreenQuad - it was doing way more bullshit than we needed Remove RenderTargetDesc Allow SetRenderTarget to set depth too Allow creating common depth formats Add RenderTarget Fix color selector so you don't have to stop dragging the mouse for 200ms to preview the color Obsolete SetViewport Don't define D3DCOMPILE_WARNINGS_ARE_ERRORS RenderTarget cache tick, flush Separate function to create a render target using backbuffer size fraction Add Draw3D.Blit (replaces ScreenQuad) Post process use new hooks Change CopyDepthBuffer, CopyFrameBuffer to GrabFrameTexture, GrabDepthTexture - take in attribute target name and optional target attributes Fix Draw not using the passed in attributes DrawSceneObject kind of do LODs properly In SceneObjectDraw when using an override material, pass the original alpha texture down as BaseOpacity if it had alpha Add GenerateMipMaps, rip out a bunch of previous mipmap code Removed unused arg from SetTextureData When creating texture with data, if the data size is the size of the first mip and we have multiple then automatically generate the others (and go apeshit if the datasize is wrong) Throw exceptions is trying to set texture data with wrong size in c# Remove skia mipmap generation, let dx do it for us automatically Allow UI to use mipmaps Fix not being able to load materials during rendering GameLoop::PreRender ain't doing nothing Remove unused IScreenSpaceEffect Render state restores, allows nesting Let toolviews have the managed pipeline Let SceneCameras have a debug name Renderhooks linked to SceneCameras Obsolete PostProcess Unobsolete Glow Component Add EntityComponent.GetAllOfType<T>() Move RenderHook to its own file Recompiled shaders Add TypeLibrary.GetDescriptions() - returns all types Add Material.GetShaderMaterial( shadername ); Add [SceneCamera.Default], which when applied to a RenderHook will add it to the camera by default Fix unable to compile shaders that aren't in the shaders folder Add HighlightRenderer Remove shameful debug code Refactor Let c++ threadpool execute shit in the main thread Add ManagedRenderSetup_t SceneCustomObject renders in the main thread Clean up SceneLayer enum insanity (which I added) Fix warning spam Render water on the opaque layer RenderHook has a OnFrame, called before any rendering is done - useful for placing SceneObjects etc Fix NRE in CodeCompileNotice Fix inspector history not letting objects garbage collect Fixed Option not being adopted by Toolbar, so never being released Add warning if double alloc in InteropSystem Allow direct access to camera's render hooks Allow tools access to all alive scenecameras Name the scenes Create Graphics.cs Move Render to Graphics Backwards compatibility fix Convert some addon side code to use Graphics instead of Render Graphics.Quad transition More Sandbox.Render -> Graphics Route Render Hooks to Graphics Get rid of draw quad with margin, add bloat
3 Hours Ago
Route Render Hooks to Graphics Get rid of draw quad with margin, add bloat
3 Hours Ago
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4 Hours Ago
Added debug.PrintDebugWorldInfo and debug.CopyDebugWorldInfo to print/copy the current world info (pos, map, seed, size) Won't do anything in Hardcore
4 Hours Ago
Revert culling distance for tiled cubes (subtract 74622)
4 Hours Ago
Subtract 74796, made no difference
Today
Add demo.showCommunityUI convar that controls if server driven UI's appear in demos. Defaults to false
Today
Gameplay WIP. Dealer makes his play. Some work on end-of-round scoring.
Today
Added "entcount" admin command, prints out all entities associated with a given player (TC auth, lock auths, etc) Supports an optional entity name parameter to filter results (eg. lock.code) Supports --json
Today
Custom PlayersInRound() IEnumerator prevents having to check HasUserInCurrentRound all the time in card game foreach loops. Other WIP.
Today
Show an icon on the belt bar icon when a weapon has a light attachment that is active (flashlight or laser) Add a very light drop shadow to the amount text on the belt bar icons so they can be seen easier on bright white backgrounds
Today
albedo
Today
textures wip
Today
Merge Caboose -> Blackjack
Today
Merge Main -> Caboose
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Ignore config update
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Unsaved scene change
Today
When you shoot the locomotive bell, it goes ding
Today
Gameplay WIP
Today
Backup 2022/09/25 17:50:02 UTC
Today
cherrypicking 74801 - exploit fix
Today
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Fix laser sights persisting when weapon isn't drawing
Updated FAMAS aim offsets, including Laser
Allow ADS while reloading
Add Weapon.HasAttachment<T> Add gunfight_crosshair_always_show debug convar Updated how ADS is done
Sam
Today
Forgot this, pass asset name as string for now
Sam
Today
Fix some sanity checks
Sam
Today
Create a managed resource of any inherited type without explicitly assigning it, start moving Shader resource to game code Mark these as abstract, don't let children methods of GameResource override load, remove Shader from tools
coin attraction level ups, xp bar
Sam
Today
Revert "Remove TryManagedCompile" This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd. Managed resource compiles sanely
Today
Backup 2022/09/25 11:40:02 UTC
Sam
Yesterday
Add shader asset type and empty resource compiler for it Allow vfx and hlsl as assets on IgnoreNewPossibleAssetFile Make HVfx be HShader, start adding shader handle from C# side Fix perspective on ui shader Iterate on shaders as assets Get boilerplate for managed asset compile Add used shader as material dependency Don't use error.vfx if we are not on tools mode (Issue 415) Don't do Shader assets on C++, it's awful Remove TryManagedCompile Cleanup GameResource and Resource, let GameResource handle it's loading rather than Asset, let managed core Resourced be created Get target resource type from asset Gameresource load doesn't need to be templated, still needs cleanup Make CustomResource for internal managed resources that use custom decoding And shader uses CustomResource instead of GameResource Split GameResource to be a child of CustomResource, remove Shader assettype since it's all managed Start work for child hlsl include files to recompile parents that use it Add stub custom load methods for shader ManagedResource is a better name Remove MET shader browser, let's make it sexy using asset system and our UI Make MET use our sexy asset picker https://i.imgur.com/Mzzmynk.png Strip extension from file to avoid bullshit, make shaders load from absolute path properly from MET Make MET hints and shader select button intuitive https://i.imgur.com/BgHsRKI.png
Sam
Yesterday
Revert "Update shaders with perspective, note that it still needs fix on the perspective matrix on c# code" This reverts commit 4e92c31729138ecdd74ad9ae2d11a6012cfcf97c. Revert "Fix perspective on ui shader" This reverts commit 6d087d7abf0752c7a35b0687d7322cbc4b5e2863.
Yesterday
Backup 2022/09/25 05:40:02 UTC
Yesterday
Tackle mission fixes: Fix duplicate localizaiton key causing first line of mission to read "Tackle the day" Fixed being unable to continue mission if player loots tackle container from maximum loot distance (switched move objective from close to roughly) Fixed missing space in dialogue when accepting tackle mission from fisherman (fisherman_node_missionone localization key, will need phrase rebuild to work in-game)
Yesterday
Vedning machine map clusters now have a green circle to better stand out on the map
Yesterday
Merge from static_group
Yesterday
Merge from main
Yesterday
Fully disable HLOD system temporarily, want to test performance running as close to main as possible
Yesterday
Expose limit fps in background option in Screen section of Options menu
Yesterday
Backup 2022/09/24 23:40:02 UTC
Yesterday
Try using different SIMD function in IntersectSegmentTriangle as an attempt to fix rare raycast crash
Yesterday
handcar low poly finished and baked - replaced test mesh with final low poly -added ao and normal to preview