3,549 Commits over 1,522 Days - 0.10cph!
Only show lobbies of the same game build
Fix error when map couldn't be downloaded
Less simultaneous downloads
Add some high level sentry breadcrumbs
Fix possible NRE in network connect
Add commented out DSN for testing sentry un-rate-limited
Fix NRE in Prop
Add breadcrumb for failed downloads, let us diagnose why it's happening
Don't let OnNetworkSpawn errors break everything
Tweak how httpimages are loaded to make errors more obvious
Wrap RPC resume so things don't fall to bits if it errors
Fix NRE in Rigidbody.OnDisabledInternal
Fix WorldPanel NRE (if the underlying panel gets deleted, somehow)
Don't report TargetInvocationException, report its InnerException
Fix steam callback crash
Fix text cannot be empty exception
Remove Compiler.OnCompilePartialSuccess , don't load assemblies on compile fail, fixes BadImageFormatException
Promote task exceptions to errors, instead of warnings
Fix possible project startup NREs
Fix NRE in SceneNetworkSystem.OnLeave
Add ParticleTrailRenderer, TrailRenderer components
Add a margin to the right of component sheet, to accommodate the scrollbar
Expose BlendMode
Move D_BLENDMODE to common/blendmode.hlsl - so we can pull it into other shaders easy
SceneLineObject supports texture + uvs
Expose particle DeathTime, so effects can use it to do calculations
Fix ParticleSpriteRenderer error when no texture defined
Add ParticleEmitter.RateOverDistance , overrides for manipulating burst count, rate count
Add ParticleModelRenderer
Fix LineRenderer bug
ParticleFloat, ParticleGradient have evaluations where you pass in the particle , which reduces the risk of fucking up the parameters
Move ParticleRenderer's into own folder
ParticleController has OnParticleCreated
Add Particle.BaseListener - allows creating of classes that run on particle create, update and destroy - with instance data and guaranteed destroy
Add ParticleLightRenderer
LineRenderer has a UseVectorPoints option
Download from server (#1632)
Download game asset files from the server, when not using a package. This allows people to make "local only" games and test them locally and multiplayer.
In the future we can change the download method to upload and download from our backend instead of over network.
Particle sprite alignment mode
Fix ambient light hanging around and stomping
Fix errors when trying to render dynamic cubemaps in editor
Don't set cursor position if !IsAppActive()
Fix WatchPhysical() test, shouldn't be ticking before check
Oops - don't need obsoleted KeyModifiers anymore
Don't inject EnsureSufficientExecutionStack calls, see if that changes performance in any way
Lets see if CollectionsMarshal.AsSpan is any faster or if Nick Chapsas is a liar
Skip all this if we have no rendertree
Clean up
Use SRGB texture in text shader
Fix calling Update for the active scene in editor for every scene that was open
Only sort children if it's needed
More optimizing
I'm not sure that the RENDER_BUFFER_DYNAMIC_VERTEX_FIXED_SIZE size restriction still exists
Text rendering use anisotropic
Switch text shader to use bindless (to see if there are any perf changes)
Convert the rest of RenderAttributes stuff to use StringToken
Move SetRenderState out of the draw loop, called manually
Add internal, templated Graphics.Draw<T>
Delete PanelRenderer.Text.cs
VertexLayout is public, has attribute system to define vertex layout
Don't push identity matrices when rendering UI
Fix last particle not processing
Add pitch and yaw to particles
Particle system optimzations
PerformanceStats.Timings lockless
Remove SceneObject.GetSceneWorld()
Remove SceneObject_UpdateRayTraceTransform
Instead of updating SceneObject RayTrace's every time they move, lets mark them dirty and update them when the raytrace is actually used (which is probably never)
Move CodeGen to Engine, add engine assembly reference to allow it to resolve symbols from that
Add StringToken.ConvertAttribute, for codegen to detect situations where we want to upgrade
Add MurmurHash2 to generator
When a StringToken parameter is passed a string literal we codegen that to the token, to avoid the lookup/generation
"chicken" becomes StringToken.Literal( "chicken", 855234573 ), which returns a StringToken
Add ProjectReference from Sandbox.Game to CodeGen, to avoid out of order compiling
Fix post processing (was passing in ITexture as an int)
Add StringToken alternatives to RenderAttributes
Create Sandbox.StringToken, delete NativeEngine.StringToken
Cache SteamRichPresenceSystem values, avoid 1ms spike every 5 seconds
Introduce ContextLocal<T>
MenuDll has its own Json options
This isn't ever used
This isn't ever used
Never used
Never used
Never used
Remove unused
This really does not need to be routed via an interface
Not used
Lets uncomplicate this the input system kickoff by dropping the event dispatch
Add instrumentation
Add a c# version of MurmurHash2
Trim a bunch of sound stuff we don't use
More telemetry
move fps_max to c# - make it more accurate
Vector4 uses System.Numerics.Vector4 where possible
Add BBox.Snap
Fix particle bounds being wrong
ParticleRenderer has [RequireComponent] ParticleEffect
Remove randomly added repeat functions from Curve @MVFP
Fix prefab/scene videos timescale too fast
Move ParticleGameSystem to its own file
Curve micro optimizations
Vector3 optimization, use System.Numerics where possible
Add Graphics.Draw to stats
Count material system stats in retail