241,470 Commits over 3,867 Days - 2.60cph!
Delete some unused tier0 files
Fix threading issue in raytraceenvironment, be more explicit and capture the lambda parameters earlier when the job is queued not executed
Fixed some collider meshes
Updated cine ammo box prefabs with respective colliders
Fixed skin_radius command
Removed physics from the client-side player_corpse_new, plus bug fixes
fixed foundation side walls not appearing during creation phase
fixed blocks with multiple gib instances not obeying transform/rotation ( stairs)
Tweaked local map marker rendering process on map list so that background refreshes don't disable the delete button while the marker is being hovered over
dmg number tweaks and outlines
floater tweaks
splash upgrade
fix chat
Take off decoding time from sleep time
Test video decoding in a threaded job
Stop decoding and wait till job has finished when video stops
lorry_trailer wip material setup
Initial support for playing video
Bind resolve shaders and textures directly instead of going through renderable pass, avoids it being used across frame boundaries
Initial support for audio playback
Get rid of event wait shit for audio, ExecuteOnMainThread handles this
Support seeking
Fix streaming from url not working
Init, shutdown and run frame for video playback in a service so we don't have to do it manually
Give video player the managed object so we can call back to it
Tell managed when texture has been created, we don't know until first frame has been decoded
Bind all the functions of video player
Pass video events down to managed
Add Duration and CurrentPlaybackTime
Documentation
Call OnTextureCreated after new texture has been rendered to
Add clear to audio stream interface, clear the resample buffer instead of having to recreate the whole stream
Add use_doppler sound op to stack, disable it on attached streams (doppler is no good on streams because it pitches)
Start allowing video audio stream to attach to sound events to change how audio is played
Allow audio stream to be attached to multiple sound events
Add SoundStream.Play (returns a sound handle, can be called multiple times), obsolete Sound.CreateStream (this was all ass backwards)
Add VideoPlayer.PlayAudio, called when audio is ready, can be called multiple times for multiple sound sources
Add public constructor for SoundStream, this is allowed now it doesn't depend on having a Sound
Add more properties to video player
Turns out sound stream can't have multiple sound sources, at least for now
Add qt video widget example https://files.facepunch.com/layla/1b2911b1/sbox_tueAgFGKr8.mp4
Remove ui test that doesn't exist
Remove libogg, libvorbis, libpvx, all unused
Add ffmpeg to thirdparty
video.vpc
Force push ffmpeg dlls
video app system bullshit
Force push ffmpeg libs
Test reading a single frame directly with ffmpeg
network init on video system init
network init on video system init
Dual client/server var for ragdollmode
Test reading a single frame directly with ffmpeg
New tier0 threadpool code from Valve
* Functor processors removed in favor of std::function jobs (lambdas)
* QueueJob always returns a SmartPtr now
* JF_PER_FRAME flag added for scheduling jobs to be completed this frame
* Improvements to contention by putting stuff on cachelines
* New simple ParallelFor usage:
```cpp
ParallelFor( 0, 10, []( int n )
{
Msg( "%d\n", n );
} );
```
The fun part: replaced all functor thread jobs with lambdas, and make it work with SmartPtrs
This is just done manually by me and isn't from Valve, so there's likely
a few cock ups - but everything I've tested has been good.
Fix all occurences of WaitForFinishAndRelease() on smart ptrs
Fix bag quota counting too many bags
Added toast when you assign a bag to another player
Fix all occurences of WaitForFinishAndRelease() on smart ptrs
Finished porting "Core/Hair" to Rust Standard shader backend
Workaround for Material() loading from data folder not always working
Workaround "../data/whatever" Material() paths not working on linux when garrysmod/materials/ folder is missing
Leaderboard backup, run #3350
use old upgrade sounds when creation effects are disabled
Change "bag gifting" option to from "friends" -> "teammates"
Exception fixes
Collection button use new shared popup component
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Update CONTRIBUTING.md
Make it more clear to use tabs and what "Tab size" is.
New tier0 threadpool code from Valve
* Functor processors removed in favor of std::function jobs (lambdas)
* QueueJob always returns a SmartPtr now
* JF_PER_FRAME flag added for scheduling jobs to be completed this frame
* Improvements to contention by putting stuff on cachelines
* New simple ParallelFor usage:
```cpp
ParallelFor( 0, 10, []( int n )
{
Msg( "%d\n", n );
} );
```
The fun part: replaced all functor thread jobs with lambdas, and make it work with SmartPtrs
This is just done manually by me and isn't from Valve, so there's likely
a few cock ups - but everything I've tested has been good.
Refresh menu subscribed lists if they are open when subs change
Spawnmenu search handle errors on invalid output from addons
Restore sorting of Lua files by name
Refresh menu subscribed lists if they are open when subs change
garrysmod/pull/1964
video app system bullshit
video.vpc
Force push ffmpeg dlls
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added effects.creationeffects convar (default true)
debug.log cleanup
fixed a few leaks
fixed a bug where some creation effects would be at 0,0,0
Remove libogg, libvorbis, libpvx, all unused
SlimLayout, PageHeader component
Asset section refactor
Add PageLayout
Convert user sidebar
Remove unused
Org section conversion
Fix NREs
Wider
Remove old sidebar code
Show header intentions on api
Fix login button
merge from building_skins_3
Remove ui test that doesn't exist
Initial support for playing video
Bind resolve shaders and textures directly instead of going through renderable pass, avoids it being used across frame boundaries
Initial support for audio playback
Get rid of event wait shit for audio, ExecuteOnMainThread handles this
Support seeking
Fix streaming from url not working
Init, shutdown and run frame for video playback in a service so we don't have to do it manually
Give video player the managed object so we can call back to it
Tell managed when texture has been created, we don't know until first frame has been decoded
Bind all the functions of video player
Pass video events down to managed
Add Duration and CurrentPlaybackTime
Documentation
Call OnTextureCreated after new texture has been rendered to
Add clear to audio stream interface, clear the resample buffer instead of having to recreate the whole stream
Add use_doppler sound op to stack, disable it on attached streams (doppler is no good on streams because it pitches)
Start allowing video audio stream to attach to sound events to change how audio is played
Allow audio stream to be attached to multiple sound events
Add SoundStream.Play (returns a sound handle, can be called multiple times), obsolete Sound.CreateStream (this was all ass backwards)
Add VideoPlayer.PlayAudio, called when audio is ready, can be called multiple times for multiple sound sources
Add public constructor for SoundStream, this is allowed now it doesn't depend on having a Sound
Add more properties to video player
Turns out sound stream can't have multiple sound sources, at least for now
Add qt video widget example https://files.facepunch.com/layla/1b2911b1/sbox_tueAgFGKr8.mp4
Backported extended UVSet in Blend4Way (82710) to /main/ferry_terminal