19,632 Commits over 4,018 Days - 0.20cph!
Sound occlusion test occur less if the sound is further away
Don't create a new array every time we get ISceneCollisionEvents
HeavyGarbageRegion can be a ref struct
Use allocation free lock in MixBuffer
MultiChannelBuffer doesn't make an array
Mixing thread only sleeps if it has time to
Casting methods use SuppressGCTransition
Use shared buffer for ConvertToBinaural
LowPass processor uses Vector<T>
Minimize allocations in mixer
Pass WrappedPropertySet as in
Remap lowpass so it doesn't kick in until it should
Fix exception when leaving a loading game
add overlay_frame, show frame stats
Add wrapped GetAttribute<> to CodeGen wrappers
Lock the mixer any time we're messing with its children
Add Physics Debug button to console
Fix objects tagged "world" not colliding with triggers
Give mixing thread higher priority
Our "LastSecond" stats were actually updating every 500ms
Add GcPause to performance stats
Add Sandbox.Diagnostics.GarbageCollection, internal, unused for now
Add overlay_alloc
Fix missing network profiling captures
FixedUpdate is outside of Scene profile now
Record the entire physics step in profiler
Move CommandList and HudPainter to engine
Draw overlay profiler above everything, run editor loop manually
Audio mixing thread tweaks, catch SoundHandle.TickAll om Audio scope too
Async + Video profilers
Can toggle profiling overlay in console
Profiling cleanup
HUDPainter aligns to pixels
PerformanceStats more buffer
Add overlay_profile [0|1]
Revert "PlayerController: prevent EyeAngles stomping, maintain rotation when reenabled"
This reverts commit fc1d80ad7949e69b72eb8cd092047c99f969681d.
Let the mixing thread breathe more often
Add StartTick to FastTimer
Add CameraComponent.Overlay, UI doesn't need special drawing functions
Fix commandlist re-creating RenderAttributes every reset
Remove RenderMenuUI calls
Don't call OnRenderPostProcess anymore, it's been obsolete for a while
Lets not perfscope traces just yet
Start cleaning up Sandbox.Diagnostics.Performance
Graphics.Scope not boxing
Handle.MakeNextHandle not boxing
PreJIT game and packages
Avoid allocation when getting default surface
Remove unused
What if we explicitly r2r sbox.exe only
Alright forget it for now
No - it hates what. What if we just try one
Compile some dlls explicitly with composite mode
Add resource_log convar, logs when resources are loaded
Add CManagedTypeManager, keep hold of references until it's released.
Shall we hide this Unknown Morph Control error
Wrap these calls in MapInstance in a CallbackBatch
Clean up
Don't add image types as AddRuntimeReference in compiled resources, because they don't exist as compiled assets
Rebuild clothing assets with updated compiler
When a resource couldn't be loaded - print what resource tried to load it
Don't try to load envmaps on the server
Fix not generating envmaps while joining server
Initial render envmaps on the loading screen instead of in the first few frames of the game
Move some UI stuff to Engine
Move speech stuff to Engine
Move file string tables to Engine
Obsolete ColorGradient and FGDCurve
Move stuff that can go into engine, into engine
Clean up scene object flags
Add SCENEOBJECTFLAG_HIDE_CUBEMAPS
Add SceneObject.Flags.IncludeInCubemap
DebugOverlay doesn't render in cubemaps
Publish Sandbox.CodeUpgrader with the rest
More steamworks ignores
Revert "Tweaks to get r2r in the right place"
This reverts commit 87fc48564e379f6392c29f266c562644054deb09.
Tweaks to get r2r in the right place
Tweak steam upload ignores
Okay test does built, but into a different folder
Use --no-build for dotnet test
Update dotnet-version
CallbackBatch pushes appropriate scene
csproj have publish profiles
CI Publish with readytorun
Disable CodeGen messagebox
I don't know why sbox-dev was using Sandbox.CodeUpgrader
Steamworks upload can ignore some junk
Disable ResourceSystem.HasPendingWork loading wait
Catch exceptions when rating packages, print warning
Remove unused
When loading a scene wait for resources to finish loading on the loading screen
Push the menu scene when loading it
InteropString encodes as utf8 instead of ansi
Obsolete a bunch of legacy particle stuff
Don't add a sound collision layer by default
PlayerController: tweak footsteps, don't play when not moving, don't do a trace
Slow down slightly when running up hill
Add PlayerController.AirFriction
PlayerController: Fix sliding down stairs
If map load failed don't try to create entities from it
Return empty in AssetBrowserLocation.GetDirectories if the path doesn't exist
Stop over-engineering this CallbackBatch problem, print outward stack when an error occurs
Remove log in CloudPackageNode
AssertFatalMsg in vrad if filesystem is null (diagnosing crash)
When decoding an mp3, copy data to a temporary buffer incase the looping invalidates the decoded buffer we're about to write
Null off editorsession when shutting down tool
We can get the sample rate from the sfx, no need to get it from a mixer that is gonna then read it from it.. I think
Delete unused
When voices are being culled, prioritize playing sounds that were created last
Fix DspVolume system not playing volumes with priority < 0
In my tests there are less hitches without servergc
Use GCLatencyMode.SustainedLowLatency
performance API uses new lock
Tweak mixing thread to release audio thread between samples
Remove unused snd convars
Add obsoleted Value back to PerChannel<T>
Remove unused mixgroup system
Give each CBinauralEffect its own hrtf
Add Mixer.MaxVoices (defaults to 64), process voices and sampling over multiple threads
Increase mixahead time slightly
Add world collision group by default, default sound group to ignore everything but collide with world
Fade between dsp volumes takes 1s instead of 0.5s
Mixing thread yields instead of sleeps. Lots of little work instead of bug chunks.
Occlusion tags are defined on the mixer instead of being linked to the collision group "sound"
Make PerChannel<T> not allocate an array internally
Replace IPLDirectEffect with our own version, since it's not doing anything too special
Use SteamAudio binaural by default but add snd_steamaudio, false sets to our own shitty version
Add world tag to map world physics, use "World Physics" for world physics tags
Tweak snd_lowpass defaults
Create sound.stress.scene
Global include Microsoft.AspNetCore.Components when compiling
Ignore .user files when publishing
Delete GameManager.cs
Remove particle editor