191,419 Commits over 3,228 Days - 2.47cph!
fractured both lower sections of the broken door
updated prefab
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
4, 4k res tables for media scenes
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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
Route Render Hooks to Graphics
Get rid of draw quad with margin, add bloat
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Added debug.PrintDebugWorldInfo and debug.CopyDebugWorldInfo to print/copy the current world info (pos, map, seed, size)
Won't do anything in Hardcore
Revert culling distance for tiled cubes (subtract 74622)
Subtract
74796, made no difference
Add demo.showCommunityUI convar that controls if server driven UI's appear in demos. Defaults to false
Gameplay WIP. Dealer makes his play. Some work on end-of-round scoring.
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
Custom PlayersInRound() IEnumerator prevents having to check HasUserInCurrentRound all the time in card game foreach loops. Other WIP.
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
Merge Caboose -> Blackjack
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When you shoot the locomotive bell, it goes ding
Backup 2022/09/25 17:50:02 UTC
cherrypicking
74801 - exploit fix
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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
Forgot this, pass asset name as string for now
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
Revert "Remove TryManagedCompile"
This reverts commit a1912f3d31bd1b3b7f1e99e22932103e487337cd.
Managed resource compiles sanely
Backup 2022/09/25 11:40:02 UTC
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
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.
Backup 2022/09/25 05:40:02 UTC
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)
Vedning machine map clusters now have a green circle to better stand out on the map
Fully disable HLOD system temporarily, want to test performance running as close to main as possible
Expose limit fps in background option in Screen section of Options menu
Backup 2022/09/24 23:40:02 UTC
Try using different SIMD function in IntersectSegmentTriangle as an attempt to fix rare raycast crash