241,259 Commits over 3,867 Days - 2.60cph!
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
▅▇▄▊▆▍▍▇ ▄▊█▍▅▊▊ ▇▋▋▉▄▄▋ ▊▆▍▇ ▌▊▉▌▆▇▉█ ▆▇▆
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)
Add Versus Saxton Hale map category (#1996)
Merge from experimental #
85384 (Unity 2021)
Fixed 6point particle material inspector
Popup system clean
Package report dialog
Merge from redirect_conveyor_max_fix
Merge from worldmodelupdates
Merge from august_art_bugfixes
MatchmakingUtility -> MatchmakingSystem, start basic matchmaker and hook MatchmakingWidget up
Add basic loading screen
Lower the search time for now, set the state to "found a match" when we're making a server
WebSocket implements IAsyncDisposable. When disposing websocket because of TaskSource cancellation, do so async and complete the WS close handshake if we can. If we receive a ConnectionClosedPrematurely message, only actually disconnect + dispose if the connection is no longer open. Call TaskSource.OnSessionEnded in GameMenuDll when resetting environment.
Refactor MatchmakerPage, add PackageList component with multi-select and some extra render fragments
Reset query status just before we find packages
Merge Main -> Experimental
Merge SpawnPointPopulationSpawners -> Main
Fixed population script type in file search. Fixed Tugboat population ID.
Stacked items that meet the threshold for a different world model will now regenerate the correct worldmodel
added internal shadow box to SlotMachine.Caboose.prefab
- updates the other static prefab variant too