userGarry Newmancancel

18,285 Commits over 3,684 Days - 0.21cph!

2 Years Ago
Delete obsolete stuff
2 Years Ago
Remove older addon provisions
2 Years Ago
Remove Entity.CanCarry, OnCarryStart, OnCarryDrop
2 Years Ago
Stub out the other physics joints
2 Years Ago
Release transient SceneWorlds on shutdown Can create new PhysicsWorlds, destroy transient physics worlds on shutdown
2 Years Ago
Remove GameGlue.HasLiquidMaterial
2 Years Ago
Remove Liquid, LiquidManager
2 Years Ago
Remove ModelEntity.Glow*, GlowStates enum
2 Years Ago
WaterLevel simplification
2 Years Ago
Remove Entity.PhysicsClear() Moving NativeEngine stuff to engine
2 Years Ago
Add Map.Entity
2 Years Ago
Remove Entity.Inventory
2 Years Ago
Remove Entity.ActiveStart, Entity.ActiveEnd
2 Years Ago
Remove Entity.ActiveChild, Entity.IsActiveChild()
2 Years Ago
CollisionEventData.Pos to Position
2 Years Ago
Rename DebugBits to DebugFlags, remove functions
2 Years Ago
Restored PhysicsShape.UpdateMesh
2 Years Ago
Physics api cleanups
2 Years Ago
Some physics api cleanups
2 Years Ago
Use PhysicsPoint api
2 Years Ago
Attachment bug Rename PhysicsAttachment to PhysicsPoint
2 Years Ago
Refactor latest
2 Years Ago
Joint breaking is an event, only install the callback when needed
2 Years Ago
Refactor Joint names, move Global.PhysicsWorld to Map.Physics
2 Years Ago
Joint refactor
2 Years Ago
Added Jeans asset - ready to wear! Jeans! We have updated jeans! LODs coming soon, and more pieces to complete the overall outfit... FPArms: punching right hit 03 anim Jeans - quick fix Quick fix, now appropriately replaces the other trouser models when selected. Fixed ClientOnly entities not spawning in properly from maps Moved EntityManager.DefaultCleanupFilter to Game.DefaultCleanupFilter So it's open source and easy to modify CleanupFilter gets real classnames when deleting entities Removed Library name override for ClientEntity EntityManager.CleanUpMap works clientside too Citizen: neck_clothing bone experiment Delete rubat_test.vpk Citizen: added neck_clothing bone Through constraints, this bone effectively removes 65% of the "twist" of the neck, while keeping the tilt and the roll intact. This helps make clothing items look and deform better around the neck. Merge branch 'master' of sbox Update citizen.vmdl_c Remove individual switches for video settings and group under shader quality Jeans and Jacket shader adjustments and LODs Jeans now have LODs, a slight adjustment to both the Jeans and the Jacket's shaders and textures. Park bin - lod0 Fix obsolete warnings in gamemode template Remove remaining references of fow CClientInput::CreateVrMove: stop using tracked controller manager, removes reliance on vr_core and gives us more up to date values Completely remove vgui and all game code Delete tracked_controller_manager.cpp remove vgui language resources Remove a bunch of useless ifdefs Remove PortraitEditor tool Remove vtf2tga and vtfdiff utils Remove unused nextbot code Remove dota light manager from hammer Remove crashdumpmailer - we use sentry Remove smtpmail Remove unused webvtt Remove custommaterialslib Remove captioncompiler Remove all #ifndef DOTA_DLL so it doesn't trip us up when removing the rest Remove studiorender folder, nothing in here park bin - added paint finish to the frame Removed old model (pavement trim) Fixed gutter tileset (corner) Merge branch 'master' into sceneobject2
2 Years Ago
Revolute joint basics
2 Years Ago
Restored AddBoxShape, AddHullShape, AddMeshShape
2 Years Ago
Fix Physics entity handle lookup not working because it wasn't in a game dll Spring constraint
2 Years Ago
Add PhysicsWorld.Body, PhysicsWorld.Group EnableVisualDebugger unused Gravity setter/getting works Added PhysicsWorld.AirDensity Cleaned up ForceNextObject shit
2 Years Ago
FPArms: left punch miss anim metal fences - git 129 Security light - adjusting emissive map Merge branch 'master' of sbox Fixed Event.Run with no arguments trying to run event handlers that have arguments Hammer: Different icon for entities with missing classes in Outliner Create entity_tool_icon_missing.png Merge branch 'master' of sbox FPArms: punching right hit 02 anim + minor wrist skinning updates Fix CClientChangelevelState invalid client copy & not clearing causing the destructor to wrongly shutdown clients Don't add EF_NOSHADOW in CBaseEntity::SpawnShared FPArms: punching miss 02s and left hit 02 Merge branch 'master' of sbox Satellite dish - added gibs and a prefab git #179 Merge branch 'master' of sbox Merge branch 'master' into sceneobject2
2 Years Ago
Strip out GetMaxDeviceAccessThreads() limitation in render stuff - because imo this isn't the place to enforce it NetRuntime survives init fail (utilities, unit tests) CEntityInstance etc to engine Restore PhysicsGroup, Add PhysicsBody.GetEntity Remove unused Define PhysicsSpring as a struct, setters/getters on base joint PhysicsWeldJoint Fix NRE in PhysicsBody.PhysicsGroup PhysicsSpringProperty Fix missing AddWeldJoint in PhysicsWorld
2 Years Ago
Fixed spawngroup (world) names differing from the ones in g_pWorldRendererMgr Added EntityManager.CleanUpMap( filter ) Adds [Event.Entity.PostCleanup] & [Event.Entity.PreCleanup] Added EntityManager.DefaultCleanupFilter Fixed selfillum bleeding on studio light projector Animgraph: Allow zooming while dragging a connection Make IgnoreAssetDirectory more robust so it doesn't ignore folders like "objects" because it has "obj" in the string true & false are now valid values for convars Add ability to toggle SDF reflections in the settings menu Rebuild sbox_glass, recompile glass material Use a better cvar name for reflections Add archive flag Add video setting for water ripples GameTask.CompletedTask and GameTask.FromResult<T> Add generic return type to GameTask.FromResult Hammer: Add zooming and panning to fast texture tool so it's a bit more usable https://files.facepunch.com/layla/1b1211b1/sbox_TQOriGr5yY.mp4 updated prefab, textures/materials updated door prefabs, added nav blocker to some existing breakable (created new ones), added parameter to cctv/projector prefab glass material/texture pass added pebble alpha trim fixed normal on riverbed texture Merge branch 'master' of sbox Hammer: Experimental support for baking tilemeshes when exporting selected object to model https://files.facepunch.com/layla/1b1311b1/sbox_TgbMC0BNya.mp4 Set additive blending feature to be in the correct section, allow features.minimal to be compiled again model/ prefab update for breakable/navblock Initial resolution scaler Cleanup resolution rescaler Recompile passthrough shader Merge pull request #172 from Facepunch/internal-res Preliminary internal resolution scaling new wheely bin files and prefab Exposed hotload skip attrib and callback interfaces Deleted empty INotice.cs Added cl_hotload_log and sv_hotload_log console vars Fixed possible NRE when setting up console vars SkipHotloadAttribute now supports properties Fixed hotload test assemblies having wrong package ID Replaced hotload callback interfaces with IHotloadManaged Destroyed() returns a state dictionary that is passed to Created() in the new instance Don't let Hotload see some sensitive fields IHotloadManaged.Destroyed() now passes in a dictionary ready for use Rename m_SboxCleanupFilterCallback Remove duplicate code FPArms: added raise/deploy anim for punching, updated right hit 01 Get the parameters from shared standard ps code in sbox_pixel, dont include the shared standard ps code include into it Pass selfillum to material helper Refactor how mixed baked lights are calculated to later support multiple lights at once Removed unused lightbinner that was mostly just duplicated code Fix data structure of light info compute buffer to support multiple baked mixed shadows and cleanup Reorder data structure, give support to more than 2 cascades for mixed lights, add vignietting for shadows on multiple static lights at once Up our shader ABI, document changes, and rename elements of that enum to better clarify Make lighting data structure from shader match what's on cpu side Multiple mixed shadows support, fix sunlight bugs with multiple mixed shadows Security light - adjusted col and added new emissive map Pass number of mixed cascades to shader Naive shadow atlas downsampling test Merge branch 'master' of sbox Consider mixed light shadows for atlas downsampler too Add cvar to maximum mixed light shadows, make a lot of this clientside Add option to render mixed shadows only on viewmodels Fix self shadowing on dynamic objects with mixed shadows Add helper method to get the wanted shadow sampler given the context, clean up code Pass viewmodel shadow sampler on the shader side Viewmodel shadows on mixed shadows 🙏 Cleanup lightcomponent, reenable shadow fading Remove unnecessary debug pragmas Security light - git #176 FPArms: made punch hits snappier (approx. 200ms to hit now), separated punching anims into their own vmdl prefab Removed majority of legacy entities Actually don't need VFX ABI change, old shaders will simply not receive shadows, no need to break them Iron fence - col shape tweak Merge branch 'master' of sbox Only update material preview for fast texture tool on activate, see if that fixes crashes Completely remove cs_mdl_import util Remove the other source mdl import code from modeldoc utils Remove unused devtool python scripts (source1_port_scripts, source2_reintegrate_main) Remove tools/txtedit Remove utils/workshopcfg Remove mdllib ModelDoc: Only begin lasso if cursor is inside scene widget Convert bound computation for model builder to use SIMD tweaking breakable/ prefabs Merge branch 'master' of sbox Update ci.yml Remove all version control code from tools Security light - prefab and mount tweak Merge branch 'master' of sbox Security light - col tweak Security light - prefab CCTV - fix for texture, added cover to hole on mount, adjusted mount pos Wheely bin polish Improved collision accuracy on wheely bin Reduced symmetry 'rorsaching' along seams, less noisy textures Dirt pass inside Reduced textures to correct texel ratio tweak wheely bin collision/prefab Merge pull request #173 from Facepunch/map-cleanup Map cleanup functionality Removed the original respawn_entities console command Convert "Check for map problems" dialog to a dock widget It is also now less crash prone. https://files.facepunch.com/rubat/1b1511b1/o1yfvnAXGW.png Map Problems detects missing entity classes Update core shaders for light rework Update base addon-level shaders with the light rework changes https://i.imgur.com/cSffiRg.jpeg Merge pull request #177 from Facepunch/light-rework-rebase Light rework Fix crash in fast texture tool, RenderThumbnailForAsset doesn't seem to like large sizes, just half it when over 2048 Ensure fast texture tool doesn't render thumbnail above 2048 Remove splitscreen from engine and all the hacky shit that went along with it * Input config now handled in InputService instead of SplitScreenService * Remove split client connects / channels from networksystem * Remove all remaining references to CSplitScreenSlot Remove c++ engine camera manager from dota, we do cameras entirely in C# managed already anyway Delete c++ flashlight code Remove a bunch of vgui HUD stuff Delete achievements manager from C++, when we add achievements it'll be easier to do in C# with Steamworks Remove more unused convars specific to hl2, cs, etc. Restore host_writeconfig which was hidden away in splitscreen service 🥴 Drop `name` convar that was really just a wrapped steamworks GetFriendPersonaName() call - replace with a cached GetPersonaName() send playername in connect protobuf, was previously wrapped in a splitscreen message Try just making fast texture tool render preview at 256, RenderThumbnailForAsset crashes seems to vary oops Remove old model editor code Fix some issues with Steam Input glyphs reflected in upcoming Steam Client update * Glyph sizes for medium and large glyphs changed 64 => 128, 128 => 256. * Glyph style modifiers now work properly with the source files from Steam. * Added `steaminput_glyph_forceresize` cvar (default on), some of the styled glyphs are still the wrong size on Steam's end, so cvar so we know when it's safe to remove this hack. * Added `steaminput_glyph_forcetype` cvar, you can test what your game looks like with different controller types easily. FPArms: punching right miss anim Fix resolution scaling with water refractions & reflections Fix resolution scaling with water refractions & reflections Aircon - fix for git 178 Merge branch 'master' of sbox Long Sleeve Jacket Intergrated Some Character Art! How exciting? Will still need LODs, which will be worked on shortly. Scaleandmirror modifier fix to Long Sleeve Quick fix! Needed a scaleandmirror modifier which I was told now about! Completely remove p4lib and p4api, cya Make rich presence work again so it shows the game title instead of "Game" for every game street lights - git 76 Merge branch 'master' of sbox Add basic sys/gpu mem usage to editor status bar to help identify if we have vram leaks Completely remove vscript, cya Remove fog of war code Long Sleeve Jacket - LODs implemented We've got LODs now for the Funnel Jacket! street lamp - adjusted origin of light unit Merge branch 'master' of sbox Merge branch 'master' into sceneobject2 Merge fixes
2 Years Ago
Fixed post process errors
2 Years Ago
Fix GrabFrameBuffer sometimes not working in tools mode
2 Years Ago
Removed Render.BlendMode etc, added combos to UI shaders for blending
2 Years Ago
Move SetLighting to engine as SetupLighting, allow other RenderAttributes to be filled ManagedSceneObject, ManagedRenderPipeline to engine, cleaned up post processing, moved standard post processing to addon base
2 Years Ago
DrawScreenQuad to engine Move UI Renderer to Engine
2 Years Ago
Pass engine version in when querying gamemodes Pass engine version in when uploading gamemodes Refactor render drawing classes Moved more render stuff to engine, Added ScenePanel.SceneAttributes
2 Years Ago
Update ci.yml
2 Years Ago
Using spinlock here instead of lock( Index ) - just because of a hunch that I don't have time to actually investigate. Might be best to investigate it before committing fully.
2 Years Ago
Moved SceneSunLight to engine, removed hacks
2 Years Ago
Start cleaning up Render, moving to engine Putting all the ThreadStatic render state in one struct
2 Years Ago
Move ComputeShader to engine Move constant buffer to engine, use generics
2 Years Ago
Render.Compute becomes ComputeShader, Added RenderContext
2 Years Ago
#define LIGHTMAP_QUERIES Cleanup Fixed everything defining its own RenderAttributes accessors, fixed Compute sharing main render pipeline's attributes
2 Years Ago
Community voted against the Physics. namespace
2 Years Ago
Fix comments pointing to old physics classes IRenderContext to engine, removed ConstantBuffer stuff from gameglue - avoided AllocHGlobal Setup Global.PhysicsWorld properly
2 Years Ago
New handle system, move physics to engine, delete IManagedContext, EngineVersion++ Exit properly if there were problems with the assembly Removing obsolete stuff Move ELightShadowMode to engine Handle fixes
2 Years Ago
HandleChild stuff isn't needed now