209,028 Commits over 3,471 Days - 2.51cph!
Made everything a bit less error spammy
Fixed 6point particle shader errors when using motion blending
Add intro anim to GameLobbyPage
Added shadow pass to 6point particle shader when shader quality >= 100
Use another map for test lobby create
Add hotload support for svgs
Look for package screenshots and add a background mask in the game lobby page
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Fixed clan table root bone reference being unassigned (StringPool warnings)
Fix NRE when exiting lobby
Add Start Match button for host
Fixed clan table jittery placement
Slightly better clan table deploy checks
Fixed 6point particle shader rotation edge cases + support for Flip
couch
Merge branch 'main' of sbox-assets
Add GamemodeCard
Use GamemodeCard in lobby, as well as PackageCard to show map and mode
Fixed clan table collider layer
Add duplicator.Disallow (#1676)
Used when you want to override the default duplication behaviour, eg when an
Addon makes itself duplicatable but you don't want it to be.
Also useful if you want a script such as persistence to be able to duplicate
things that players cannot.
```lua
duplicator.Allow( "prop_door_rotating" )
local tab = duplicator.CopyEnts( Ents )
duplicator.Disallow( "prop_door_rotating" )
```
GameLobbyPage iteration - show lobby data
Allow merges in either direction
Trying to find isolated polys is buggy, just do them all together
Bit of ui cleanup
Stats tab -> Current game, only available in game
If we don't find any games matchmaking, make a lobby
Non-reflex angles can split
Start work on GameLobbyPage
Add stupid secret button to make a lobby for now
Hover, don't flush every inc ;)
Restrict people doing dumb stuff like flushing the stats after ever increment
Increase time between stat refreshes
Keep layer width consistent
New polygon closing method
More consistent position sorting for sweeps
Another fix
Debugging
A bit more stable
Refactor, stability
Add ComputeBuffer<T> class for creating, reading and writing GPU buffers for usage with ComputeShader
Structured buffers, byte address buffers and append structured buffers are all supported.
https://wiki.facepunch.com/sbox/Compute_Shaders
Add GamemodeList component
6P debug setup in particle scene
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Fixed Deferred Mesh Decal normal blending causing incorrect lighting
Add synchronous IRenderDevice::ReadBuffer and asynchronous IRenderContext::ReadBuffer
Add ComputeBuffer class for creating, reading and writing GPU buffers for usage with ComputeShader
Can be passed to RenderAttributes.Set( string, ComputeBuffer )
Read data from GPU with ComputeBuffer.GetData<T>( Span<T>, int, int )
Add ComputeBuffer.SetData( Span<T> ) and ComputeBuffer.CopyStructureCount( ComputeBuffer, ComputeBuffer, int )
Can set/copy data outside a graphics block
Flush this shit when using ComputeBuffer in a sync way, I'll do it a different way for an async/callback API
API makes more sense to be ComputeBuffer<T>
Drop access type to keep things simple, add List<T> SetData variants, add elementOffset arguments, additional error checking
AppendConsume buffers still need the structured buffer flag too
ComputeBuffer<T>.CopyStructureCount<U>( ... ) YUCKY generics
Don't make ByteAddress buffers with unordered access
Docs, GetData alternative with no count, checks for disposed buffers
Added "Clear" button to the console
Minor warning fix
Properly dispose of all kusto query results
Another iteration of 6P smoke loops
Replace timer.Destroy (deprecated) with timer.Remove (#1995)
timer.Destroy is deprecated, so timer.Remove should be used instead.
Fix Malformed CSS Comments (#1997)