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19,632 Commits over 4,018 Days - 0.20cph!

19 Minutes Ago
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
Today
Fix exception when leaving a loading game add overlay_frame, show frame stats
Today
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
Today
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
Yesterday
FixedUpdate is outside of Scene profile now Record the entire physics step in profiler
Yesterday
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
Yesterday
Can toggle profiling overlay in console
Yesterday
Profiling cleanup HUDPainter aligns to pixels PerformanceStats more buffer Add overlay_profile [0|1]
Yesterday
Revert "PlayerController: prevent EyeAngles stomping, maintain rotation when reenabled" This reverts commit fc1d80ad7949e69b72eb8cd092047c99f969681d.
Yesterday
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
2 Days Ago
PreJIT game and packages Avoid allocation when getting default surface Remove unused
2 Days Ago
What if we explicitly r2r sbox.exe only
3 Days Ago
Alright forget it for now
3 Days Ago
No - it hates what. What if we just try one
3 Days Ago
Compile some dlls explicitly with composite mode
5 Days Ago
Fix clean build
5 Days Ago
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
5 Days Ago
Don't try to load envmaps on the server
5 Days Ago
Fix not generating envmaps while joining server
5 Days Ago
Initial render envmaps on the loading screen instead of in the first few frames of the game
5 Days Ago
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
5 Days Ago
Fix NRE in mixer thread
5 Days Ago
Publish Sandbox.CodeUpgrader with the rest More steamworks ignores
6 Days Ago
R2R, try again
6 Days Ago
Revert "Tweaks to get r2r in the right place" This reverts commit 87fc48564e379f6392c29f266c562644054deb09.
6 Days Ago
Tweaks to get r2r in the right place
6 Days Ago
Tweak steam upload ignores
6 Days Ago
Okay test does built, but into a different folder
6 Days Ago
Use --no-build for dotnet test
6 Days Ago
Update dotnet-version CallbackBatch pushes appropriate scene
6 Days Ago
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
6 Days Ago
Remove unused When loading a scene wait for resources to finish loading on the loading screen
6 Days Ago
Remove hoststatemanager
6 Days Ago
Push the menu scene when loading it
6 Days Ago
InteropString encodes as utf8 instead of ansi Obsolete a bunch of legacy particle stuff Don't add a sound collision layer by default
6 Days Ago
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
6 Days Ago
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
6 Days Ago
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
7 Days Ago
Delete unused When voices are being culled, prioritize playing sounds that were created last Fix DspVolume system not playing volumes with priority < 0
7 Days Ago
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
7 Days Ago
Remove unused snd convars
7 Days Ago
Add obsoleted Value back to PerChannel<T>
7 Days Ago
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
7 Days Ago
Create sound.map.scene
7 Days Ago
Create sound.stress.scene
8 Days Ago
Clean the menu up
8 Days Ago
Add cursor_eye back
8 Days Ago
Global include Microsoft.AspNetCore.Components when compiling Ignore .user files when publishing
8 Days Ago
Fix warnings
9 Days Ago
Delete GameManager.cs Remove particle editor