userGarry Newmancancel

18,308 Commits over 3,714 Days - 0.21cph!

4 Years 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
4 Years 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
4 Years Ago
engine2.vpc fix Add +resourcesystem +resourcefile to sbox_game
4 Years Ago
Refactored so inetruntime is in engine2 Fixed client missing files on startup Delete Unused
4 Years Ago
ResourceSystem notes
4 Years Ago
AppVerif toggle bat files
4 Years 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)
4 Years Ago
Resource System notes
4 Years Ago
Include steam_appid.txt in dedicated server This RawDataSerializer was doing jack shit
4 Years Ago
Enable all hidden/restricted tools
4 Years Ago
Run game in console concept
4 Years Ago
Make default keys something sensible Added CRawDataSerializer Network vars work again Update launchSettings.json
4 Years Ago
Shutdown UI and clear gamemode on disconnect Tools rebuild Update net5 to 5.0.0-rc.2.20475.5
4 Years Ago
Fixed entity list sync in console Fixed HUd could be on top of menu UI
4 Years Ago
Launcher icon hammer.exe
4 Years Ago
Game exe goes in the root folder Don't bother adding "GAMEBIN" search paths Update .gitignore
4 Years Ago
Reduce transfer speed Downloaded files hierarchy Rename FileSystem to EngineFileSystem Rename FileSystem class to BaseFileSystem EngineFileSystem is internal Added FileSystem to Game dll Load layouts/stylesheets from FileSystem.Mounted
4 Years Ago
Demo fixes
4 Years Ago
Forgot c++ doesn't initialize pointers to null, god help us Init/Shutdown ServerSideClient on connect
4 Years Ago
Network Ticking Increase network rate [review] File download poc Adding +networksystem to sandbox_game Add the ability to track PendingReliable from NetChan File transfer works Don't ship with networksystem.dll now we have it in sbox_game
4 Years Ago
Custom Messages Bind CServerSideClient Added FIleSystem.FileSize Create INetworkServer, INetworkClient CNetworkGameClient, CServerSideClient have a m_pManaged - so we can jump shit straight through to the specific game dll without bunnyhopping through engine dll
4 Years Ago
Added Crc32.FromStream Added Assets string table Added StringTable.Set Refactor GameContext interfaces into seperate Client + Server Server/AssetsList Fixed warning Added StringTable.GetData<T>( i ) Client process the asset list
4 Years Ago
Make these asserts warnings so we can ignore them until we can't If StringTable changed to null from not null, we're shutting down, so shut it down Bind CNetworkGameClient Added SignOnState hooks to engineloop
4 Years Ago
Delete GameManager Make sure all entities are released at game end Unregister client dlls on disconnect Clientside hotloading works Moved access control from Compiler
4 Years Ago
Create Build-Engine.bat Removing unused from groups Retail mode Update Build-Retail.bat
4 Years Ago
Keep this folder here Added Build-Game.bat Update vswhere.exe
4 Years Ago
Cleaning up precaching a bunch of shit we're not using
4 Years Ago
Trim the amount of debug console spam Add some more console spam Fix client addons using wrong Sandbox.Game
4 Years Ago
Fixed writing the wrong data to stringtable Delete ServerLayer.cs When server starting a game, force recompille of everything Added GameLoop.Init, Deactivated hooks Compiler doesn't write to a temporary filesystem Create AssemblyTransport.cs Don't pass compilers to AccessControl Don't spam errors if client gamemode doesn't load StringTable.GetString, GetData Wrap stringtable change callback in a try/catch Added some common stuff to Global ClientAssemblyManager.Init moved to GameLoop:Init Split assembly init/hotloading from general loading Added ClientAssemblyManager
4 Years Ago
Move Global to Sandbox.Game Increase string table max data size Server adds assemblies to string table
4 Years Ago
Looks like net5 rc2 needs these delegates to be marked as unmanaged, which they are Interop: handle const void* casting to void* INetworkStringTable binds Interop: support for fastdelegate from managed function ptr Moved custom string table creation shit to c#
4 Years Ago
Assemblies string table
4 Years Ago
Schedule Cleanup Fix Sandbox.System warnings Fixed Sandbox.Engine warnings Fixed Sandbox.Game Warnings Code Cleanup Remove Unused Fixed HUD not showing
4 Years Ago
Gamemode creates player entity InteropGen code should diff better Fixed hotloading Sandbox.Game.dll not working Use PlayerController
4 Years Ago
Created sbox_shared.vpc Created sandbox.trace.cpp/h Added trace bind InteropGen added inherit and skipdefine keywords, removed Manifest hack Trtace works
4 Years Ago
Send sidemove/forwardmove as normals Fixed prediction error Simple noclip movement in c#
4 Years Ago
Added Sandbox.PlayerCommand Build tools Simplify CUserCmd Route UserCmd application through Sandbox::PlayerCommand
4 Years Ago
Package updates Can toggle between showing client/server entity properties
4 Years Ago
Dedicated server works again
4 Years Ago
Remove native say, say_team concommands Add NativeEngine.ServerEngine Hook up calling client commands from the server Split time into RealTime (engine) and Time (game contexts) Setup Player Name properly Fixed SplitQuotesStrings empty quotes Clean debug output
4 Years Ago
alt+f4 quits Client managed binds work Update game input state once, before taking input, so we don't have keypresses leaking between the game binds and ui Create client.engine.def Created Sandbox.Game version of ConsoleSystem, renamed Engine one to ConsoleEngine [revisit] Hook to EngineLoop::ClientCommand from CServerSideClient::ExecuteStringCommand
4 Years Ago
Hijack transmitmode Fixed creating client entity before class is known [revisit this, send the class in a more native way] Crash fix: QueueSpawnEntity wants to be able to release the keyvalues itself Added GameLoop.OnClientPreOutput, OnClientPostOutput Remove EngineLoop.PreRenderUI Call IPreRenderUI.Run from OnClientPreOutput
4 Years Ago
Rename EntitySystemServer to EntitySystem Fixed MyAddon compile errors Added GameLoop Fixed EngineEntityBase Library.Create reports TargetInvocationException nicer CGameEntitySystem::CreateFromManaged spawns ents properly GameLoop.OnActivate compiles gamemode addons, creates gamemode entity
4 Years Ago
Fixed not redrawing when alt tabbed
4 Years Ago
Fixed selected entity info showing nothing Refactor Source/SourceEngine into NativeEngine Refactor sandbox.<module>.h to interop.<module>.h
4 Years Ago
Tools rebuild
4 Years Ago
Fixed NRE in console when calling sv_entity_list Ignore .intermediate folders Update Microsoft.CodeAnalysis to 3.8.0-3.final so SourceGenerators work again
4 Years Ago
Show client/server status in entity list Tell rcon which realm the entity is from when sending delete messages
4 Years Ago
Clientside network entity create, cleanup
4 Years Ago
Include Sandbox.Game.dll in addon csproj