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251 Commits over 61 Days - 0.17cph!

23 Days Ago
Added gameglue Added Decals class Glass fixes Fixed exceptions due to LIGHTING_ORIGINS 0 testmap update Compiles
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23 Days Ago
shatterglass materials/textures
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23 Days Ago
Added "decalSpecularExp" to sheet.h so decal sheet will build
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23 Days Ago
decalstests
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23 Days Ago
Created IRuntimeAsset (this is bad naming, review) SoundEvent now an IRuntimeAsset, so static definitions get full name and are created at loadtime
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23 Days Ago
Compiled sounds Added JsonToKeyValues3 to EngineGlue Added Entity.EmitSound Create keyvalues3.def Create soundeventmanager.def WIP can define sound events in code
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23 Days Ago
A bunch of Rust sounds Deleting these soundstacks Deleting these soundevents Add soundstacks_hlvr_core to the manifest
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23 Days Ago
post process test
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23 Days Ago
Added Player.Input Added Player.Tick Warn us about not precached stuff instead of popup assert GetParticleSystemIndex by default calls FindExistingResourceByNameLoadingJustInTime Interop gen treats anything starting with global as a global Bind DispatchParticleEffect Test tracer/impact particles
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24 Days Ago
Fixed panorama keybinds not being set (hardcoding them in CUIInputEngine::ReloadKeyBindings instead)
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25 Days Ago
Tool maps
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25 Days Ago
ghost
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26 Days Ago
Fixed modeldoc not opening models Updated testmap more rust models Unused
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27 Days Ago
smg viewmodel
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27 Days Ago
Removing unusable tools
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27 Days Ago
contentbuilder, reconstruct addon path when copying compiled files If we have a content_src but no content, create it Don't tother adding not in leaf tags to stuff
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27 Days Ago
Hammer compilation fix These binaries are part of sbox_game now Updated testmap source
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27 Days Ago
Don't upload core_src to steam :D rebuild_all.bat for mods _src reference content compiled don't upload addon _src folders to steam Create user_keys_default.vcfg
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27 Days Ago
vfxcompile - rejigged to compile to the core folder regardless of 'mod' folder
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28 Days Ago
core content Unused
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28 Days Ago
Fold sbox into core
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28 Days Ago
Fixed contentbuilder with addon paths
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28 Days Ago
Include ResourceCompiler contentbuilder works in root _src folders contentbuilder deletes orphans properly instead of trying to use p4 include contentbuilder in sbox_game
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28 Days Ago
Fixed addon system shitting itself if a path had caps in it
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28 Days Ago
Fixed crash in ValidatePrivateScriptScope
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28 Days Ago
These were in the wrong folder
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28 Days Ago
Move that big load of content into the right place 😫 Just stub this interface so we don't have to recompile the whole engine again Fixed startup_background AddAddonsSearchPaths for now Moved sbox_game to groups Added a bunch of missing tool config files Delete tools_thumbnail_cache.bin
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28 Days Ago
Reference content
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28 Days Ago
Unused citizen addon test map
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28 Days Ago
Reverting attempt at resource system takeover
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28 Days Ago
Engine rebuild
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28 Days Ago
Fixed CResourceCompilerContext::ContentPathToFullPath for new layout if we're compiling in %temp% then don't treat as an addon because the paths will be all fucky Call AddAddonsSearchPaths in standalone resourcecompiler.exe CResourceCompilerPathScope - don't limit/remove search paths - we don't give a fuck about that shit ComputeVpkName can be a shit ton simpler
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28 Days Ago
Adding +assetsystem to sbox_game move content\sbox to game\sbox_src move content/core to game/core_src Asset system content is in *_src instead of ../content/* Path Fixups Material editing works with new *_src paths Rust addon Changing default console port (vconsole fucks with it) Resource Compiler, compile to the right folder when addon I'm going to assume we don't need all this readonly shit Load asset info again material editor, hammer working with addons and addon *_src Citizen addon Colours Don't mark mod paths as read only ModIsVisibleToAsset always returns true Allow loading from any "mod" in hammer Lets treat any files ending with _c as lfs citizen skin lfs Fixed model editor Fix SkipToModRelativePathFromGameOrContentRelativePath in fileutils to work with our layout Add ignore tools_thumbnail_cache.bin SetModGameSubdir - skip the logic, always set it to sbox Fixed IsAddon logic being backwards in ComputeOutputFileName Local lightmap compilation is assumed Properly close clr host on shutdown Remove material debug FileSystem:AddAddonsSearchPaths (review this later) Hammer map target location fix Fixed CResourceCompilerContext::ContentPathToFullPath for new layout if we're compiling in %temp% then don't treat as an addon because the paths will be all fucky Call AddAddonsSearchPaths in standalone resourcecompiler.exe CResourceCompilerPathScope - don't limit/remove search paths - we don't give a fuck about that shit ComputeVpkName can be a shit ton simpler
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29 Days Ago
Remove material debug FileSystem:AddAddonsSearchPaths (review this later) Hammer map target location fix
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29 Days Ago
Add ignore tools_thumbnail_cache.bin SetModGameSubdir - skip the logic, always set it to sbox Fixed IsAddon logic being backwards in ComputeOutputFileName Local lightmap compilation is assumed Properly close clr host on shutdown
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29 Days Ago
Fix SkipToModRelativePathFromGameOrContentRelativePath in fileutils to work with our layout
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29 Days Ago
Fixed model editor
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29 Days Ago
Lets treat any files ending with _c as lfs citizen skin lfs
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30 Days Ago
Allow loading from any "mod" in hammer
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30 Days Ago
Changing default console port (vconsole fucks with it) Resource Compiler, compile to the right folder when addon I'm going to assume we don't need all this readonly shit Load asset info again material editor, hammer working with addons and addon *_src Citizen addon Colours Don't mark mod paths as read only ModIsVisibleToAsset always returns true
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30 Days Ago
Adding +assetsystem to sbox_game move content\sbox to game\sbox_src move content/core to game/core_src Asset system content is in *_src instead of ../content/* Path Fixups Material editing works with new *_src paths Rust addon
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34 Days Ago
Don't need FinalizeLoading now InteropGen - struct can define CreateUsing NetRuntime.RelativeToAbsolute hook Added CRD_RegisterResourceDataUtils::RegisterResource Allow resource loading to proceed with invalid headers (review: can we set it as a non valve resource so we don't need to hack around with this header) Resource Loading boilerplate Switched ManagedResourceHandle to use ::From instead of constructors (because constructors mean it stops bein pod) Load startup material from materials/startup.mat instead of materials/startup_background.vmat Init managed before creating the window so the filesystem shit can use it Latest Binds
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34 Days Ago
Added IMaterial2.SetName Refactored asset loading takeover point Create materialsystem2.def Create EngineGlue Create ManagedResourceHandle Interop: add long/int64 support Pass IAsyncResourceDataRequest to asset loading AssetLoader foundation
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35 Days Ago
Resource Load override point Add +materialsystem2 to sbox_game Added functions for runtime creation to IMaterial2 Added CMaterialSystem2.CreateRawMaterial() Don't add materialsystem2.dll to repo Added RegisterReference to IResourceSystem (allows adding dependant loads to a manifest) Pass manifest to ResourceLoadRequest Test: intercept startup_background.vmat load and create it in code
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35 Days Ago
Don't commit resourcesystem.dll Make INetRuntime a tier2 Don't commit resourcefile.lib Allow us to dictate the resource type from filename/extension
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35 Days Ago
engine2.vpc fix Add +resourcesystem +resourcefile to sbox_game
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35 Days Ago
Refactored so inetruntime is in engine2 Fixed client missing files on startup Delete Unused
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35 Days Ago
ResourceSystem notes
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36 Days Ago
AppVerif toggle bat files
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36 Days Ago
Fixed crash on exit (uienginesource2 was trying to delete the filesystem, but we'd replaced it with our own - which is a pointer to a static)
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