userGarry Newmancancel

19,646 Commits over 4,018 Days - 0.20cph!

1 Year Ago
Fix package content not mounting when pure client Add LoadRuntimeGamePackage unit test
1 Year Ago
Add some hotload skips
1 Year Ago
HotloadManager cleanup Reinstate PatchAMSI Wrap hotload sections with TryStartNoGCRegion
1 Year Ago
Build network asset list from PackageManager, delete RuntimeContent Load local base addon if runtime game
1 Year Ago
Fix project list not loading Only rebuild compiler if we need to
1 Year Ago
Add PackageReferences page to project settings Add compiler and packagereference pages to library packages Server uses PackageLoader
1 Year Ago
Fix LUT not working Add Package.Download, consolidate logic Fix VPK not mounting with new cache system Add PackageManager.Install + Symlink refcounting Simplify map download PackageManager console commands Delete AddonProvision.Map.cs We'll find a better solution to this. For now we can consider this a niche issue - the solution to which is opening the map in the editor once. The best solution is to save the editor addon list in the vpk - but only install them if we can somehow detect that we're a standalone map. Add LocalProject unit tests Don't double mount citizen + rust content Remove symlink debug LocalProjects add and remove projects on enable/disable Project test fix Take RequiredContent from active "server" packages Delete SearchPath.cs, Content.cs Process assemblies from PackageManager instead of running through ServerContent bullshit Rename ServerPackages to ServerPackagesStringTable Speed up unit test file copies Move compiling to LocalProject, local runtime projects should act exactly like regular packages so we don't end up with two paths Fix compilegroup not removing from recompile on compiler remove Use a shared compile group for the localproject compile Move RunFrame into EngineLoop Set previousTime in RunLoop Detect changes and rebuild local projects Run steam callbacks in one place Add PackageLoader (replacing GameAssemblyManager, unit testable) Make Project Generator work a bit better with the unified local packages Package loader test standalone addon Tools code hotloading works again
1 Year Ago
Package loader test standalone addon Tools code hotloading works again
1 Year Ago
Fix compilegroup not removing from recompile on compiler remove Use a shared compile group for the localproject compile Move RunFrame into EngineLoop Set previousTime in RunLoop Detect changes and rebuild local projects Run steam callbacks in one place Add PackageLoader (replacing GameAssemblyManager, unit testable) Make Project Generator work a bit better with the unified local packages
1 Year Ago
Speed up unit test file copies Move compiling to LocalProject, local runtime projects should act exactly like regular packages so we don't end up with two paths
1 Year Ago
Process assemblies from PackageManager instead of running through ServerContent bullshit Rename ServerPackages to ServerPackagesStringTable
1 Year Ago
Delete AddonProvision.Map.cs We'll find a better solution to this. For now we can consider this a niche issue - the solution to which is opening the map in the editor once. The best solution is to save the editor addon list in the vpk - but only install them if we can somehow detect that we're a standalone map. Add LocalProject unit tests Don't double mount citizen + rust content Remove symlink debug LocalProjects add and remove projects on enable/disable Project test fix Take RequiredContent from active "server" packages Delete SearchPath.cs, Content.cs
1 Year Ago
PackageManager console commands
1 Year Ago
Simplify map download
1 Year Ago
Add PackageManager.Install + Symlink refcounting
1 Year Ago
Fix VPK not mounting with new cache system
1 Year Ago
Fix LUT not working Add Package.Download, consolidate logic
2 Years Ago
Add Typelibrary.GetMethodsWithAttribute Add ThumbnailRenderAttribute Add IResourceCompilerContext.def Add Asset.OverrideThumbnail( pixmap ) Prefabs have thumbnails! https://files.facepunch.com/garry/b3633834-6291-42da-80d3-d51924e0a2fe.png Move ThumbnailRendererAttribute
2 Years Ago
Move stereo rendering to GameDebug menu Add Visualize Scene Objects to GameDebug menu
2 Years Ago
Added a bunch of debug view options https://files.facepunch.com/garry/6a9d8907-6204-4a78-8856-49eab947739f.png
2 Years Ago
Prefab adds component after deserializing so variables are set before Activate is called Prefab Component - default values Name the new component after its type Add ModelPhysicsComponent
2 Years Ago
Add RenderColor to prefab model https://files.facepunch.com/garry/627ef066-e1dd-4a07-a2ed-5797dae530fe.png
2 Years Ago
Add SceneCamera.Worlds (for adding multiple worlds) Plumb renderpipeline so SceneCamera can add its extra worlds GizmoInstances create and maintain their own SceneWorld
2 Years Ago
GetPositionOnPlane draw plane when hitbox.debug Fix position gizmo arrow wrong plane
2 Years Ago
Package.FetchAsync can skip cache This reverts commit e04575555373f3d6faca204fe56d705a9aaa95be. Revert LineEdit change (controls should only signal changes when changed, not when first set) Change how errors are displayed in project publish
2 Years Ago
Hide prefab/prefabguid in entitycomponent in inspector
2 Years Ago
Can drag and drop models/prefabs into the game
2 Years Ago
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2 Years Ago
Move cloud model spawning logic to engine Fix prefab editing https://files.facepunch.com/garry/d7bde31a-1523-4e1d-963e-9c5fc7f0b81b.mp4
2 Years Ago
Can drag and drop models, cloud models, prefabs into the game view
2 Years Ago
Add Camera.Size Add SceneCamera.GetRay Fix main camera size not being set properly Pass drag and drop through to server
2 Years Ago
In tools, when the mouse leaves the game view make it a passive child, so dropping files on it will pass down to Qt and let us do stuff. Restore it back to normal when hovered or console key is pressed. Add BlockingLoopPumper Qt Drag and drop is no longer blocking by default - Added Drag.ExecuteBlocking
2 Years Ago
When pressing the console key in editor, only focus the console if it's already visible Remove unused Merge branch 'master' of sbox
2 Years Ago
Change menu checked style border color back Move Asset.AssetTags to its own file
2 Years Ago
Simplify tagpicker Make checked tags more obvious in the menu
2 Years Ago
Remove built in default tags Cleaner tag autogenerated icons Simplify tag menu code Fix tags being case sensitive Fix crash when adding double space to tags Include all tags in one column, no need to complicate this
2 Years Ago
Gizmos - Version 1
2 Years Ago
Fixed rotation example Make scale gizmo look normal even if it isn't
2 Years Ago
Transform.Add uses scale correctly Tweak Control.Position, Control.Rotation to make more sense
2 Years Ago
Fix position dragging being wrong when ancestors have transform scale (in maybe the worst way possible)
2 Years Ago
Add description to tests Fix line selection test Rename IMScene to Gizmo Final cleanup Disable debug default Add world's worst scale gizmo to prefabeditor https://files.facepunch.com/garry/821d4b14-032a-4fd2-99f7-37e1ac18ea7e.mp4
2 Years Ago
Line hitbox test
2 Years Ago
Delete TestWindow.cs Make scale control work
2 Years Ago
Removed EventFilter (unused) Remove nicknamegenerator Suppress keyboard shortcuts when in firstperson camera mode
2 Years Ago
Added some extra utility functions to Line Add Hitbox.LineScope, cleaned up rotation gizmo
2 Years Ago
Cleanup LineCircle, Rotation widget uses lines Fix arrow cone stretched
2 Years Ago
Drawing tests
2 Years Ago
Fix mouse clicks reading even though we're not under the mouse Support global rotating Scale tests Refactor Scene to Gizmo
2 Years Ago
Move Scene.Color to Scene.Draw.Color Add global space option .Position handles global + local space and deals with local object rotation
2 Years Ago
Extensions to easily set up inputs for editor Sharable first person control mode