5,124 Commits over 1,552 Days - 0.14cph!
Remove confusing, unused arguments
Clean up
Move g_pResourceCompilerSystem to engine, bind CUtlBuffer
Add CResourceCompilerSystem::GenerateResourceBytes
Add resilient retry to shader cache save
Start shader writing
Avoid loading the same includes from disk over and over again
Fix shader cache concurrency
Use shader compile context
Bind IVfx
Bind IVfx
Remove unused
Shader compile, support passing in pre-loaded, pre-masked code
ToolAppSystem
[interop] Don't create handle stuff in static functions
Don't init VR if we're a console app
Don't print vulkan device info if we're a console app
Let us do new Shader()
List shaders, work out programs, find out of date
Remove unsued
Update test packages
Update cecil
Update skia to 3.1
Remove vfc.exe - unused
prove me wrong - I want to minimize the entry points for shader compiling
Remove unused mathlib class
in Material.Lerp, normalize after lerping normals
Include ReflectionTextureColor in all the layers
@samzanemesis might wanna check this is the right thing to do
build shaders
Editor buttons desaturate when disabled/readonly
New RPC api + code upgrader foundation
Add RpcAttribute, RpcMode
Remove codegen from AuthorityAttribute
Instanced rpcs
Expose transmission
Rename NetTransmission to NetFlags, hide RpcMode
Update NetFlags descriptions and names
Obsolete NetPermission, BroadcastAttribute, AuthorityAttribute
Rename Unbuffered to SendImmediate
Add upgraders
Convert NetPermission flags too
Explicitly pull in updated System.Formats.Asn1
Clean tests
Documentation
Include Sandbox.CodeUpgrader.dll as an Analyzer
Refactor upgraders with nicer syntax
Published packages don't include dlls
Update PlayerController animator params
PlayerController copy clothes better
PlayerController increase skin slightly, prevents sliding down slopes
PlayerController creates collision on a child GameObject, so it can have different tags set etc
PlayerController - delete existing BoxCollider, CapsuleCollider if they exist
PlayerController - don't recreate Colliders GameObject if we have a child named that already
PlayerController: Fix ducking slightly when standing on small shit
GameObject serializing survives when a child is somehow added during serialization
Revert "Use IClimbingMode interface in PlayerController"
This reverts commit 5fc097414bfb1ef7da5e2f75b35c11c358641200.
Add RpcAttribute, RpcMode
Remove codegen from AuthorityAttribute
Instanced rpcs
Expose transmission
Rename NetTransmission to NetFlags, hide RpcMode
Update NetFlags descriptions and names
Obsolete NetPermission, BroadcastAttribute, AuthorityAttribute
Rename Unbuffered to SendImmediate
Rename Unbuffered to SendImmediate
Update NetFlags descriptions and names
Obsolete NetPermission, BroadcastAttribute, AuthorityAttribute
Rename NetTransmission to NetFlags, hide RpcMode
Instanced rpcs
Expose transmission
Remove codegen from AuthorityAttribute
Add RpcAttribute, RpcMode
Fix warning
Add dark_descent and cat_harvest package tests
SteamId can be converted to from an int, but will give a warning
Fix code archive not using correct CSharpParseOptions
Don't debug output xml parse errors
Add more package tests
Fix not switching assembly during hotload
Server sends code archive instead of assembly
Client compiles code archives
Don't try to compile code archives on local packages
Make Connection.SteamId and PartyId a SteamId
Make Game.SteamId a SteamId
Networking.TryConnectSteamId takes a SteamId
Add SteamId.AccountType
Add steamid to bytepack
GameObject.Network is a class !!!!!!
Use uncompiled assemblies (#1714)
Change facepunch.sandbox test to facepunch.walker
Disable package tests that don't have code archives (garry.testbed, carsonk.voip_roulette)
Lets handle package startup errors a bit better, shutdown properly, popup an error
Filter out .dll when downloading packages
Compile and load code on package download
Shader rebuild process (#1713)
* Add * option to vfxcompile
* Delete older shader build scripts
* Remove cs_surface_interactions
* Always output combo count if it's over 1000
* Strip some lesser used stuff from spritecard to get the compile time/size under control
* Build shaders as part of ci, so they can't be out of date (we should still manually build and commit though!)
Update spritecard.shader_c