19,199 Commits over 3,898 Days - 0.21cph!
Ship with pdb's to our managed dlls
Fix NRE in SoundEvent.GetNextSound
Retry download after a HttpRequestException
Diagnose NRE in ProcessIncomingMessages
Fix NRE in TickSceneStats
Fix NRE in ReceiveMessagesOnChannel
Check there's an active scene when calling ISerializer on GameObject/Component
SerializerPacker wraps reader/writer and prints errors
Handle inability to save cookies
Protect against host being null when downloading network files
Keep a count of the number of hosts a lobby has had
Mark lobby as toxic if became owner while joining
LargeNetworkFiles output num files
Tweak JoinBestLobby logic
Don't show toxic lobbies
Fix RunDownloadQueue using wrong connection
Don't disconnect from own server and mark it as toxic!
Disconnect from active lobby if it becomes toxic
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 creating contest not working
Fix contest ratingbar guid always being the same
Don't show future contests
Contest list page
Fix NRE in SceneNetworkSystem.OnLeave
Add ParticleTrailRenderer, TrailRenderer components
Add a margin to the right of component sheet, to accommodate the scrollbar
Disable UsageChanged message - too spammy with more than 10 people playing
TrailRenderer, SceneTrailObject, ParticleTrailRenderer
Expose BlendMode
Move D_BLENDMODE to common/blendmode.hlsl - so we can pull it into other shaders easy
SceneLineObject supports texture + uvs
Don't let them multi-click the preview unlock
Fix NRE
Add ParticleLineEmitter
Clean ParticleLineRenderer
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
Delete ParticleModelRenderer.cs
particle.collision uses particle model renderer
Update ParticleModelRenderer to use listener
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.
Simplify RedirectFileSystem, fix not mounting
Add LargeNetworkFiles table
No network files needed for remote packages
File download framework
Add Connection.SendRequest<T> - allows async waiting for a response to a specific message, instead of routing through global handlers
Request files loop
Fix filesystems not clearing properly between games
Download required files from server
Move the asset download cache to a single purpose class
Respect JsonIgnoreAttribute when serializing component properties
We were already checking it for fields
Revert "Add LargeNetworkFiles table"
This reverts commit 7365c616af37ef1665abe4961344013815e89b70.
Accidentally rebased master onto a branch - Metapyziks
Fix warnings in ParticleVector3ControlWidget
Fix some download toasts sticking around forever, and incorrectly displaying as cancelled
Populate Json reflection cache in Json.Initialize
We were seeing some long frame times during first-time prefab instantiation caused by this
Do panel bind/parameter events when things change even if tree is empty, Facepunch/sbox-issues#5908
Custom panels that do stuff/populate from attributes etc should work again now, incl settings page
Don't use internal message type for changing level
Fixed retry logic
Docs
Merge branch 'master' into local_files
Merge fixes
Merge branch 'master' into local_files
Move the asset download cache to a single purpose class
Fix filesystems not clearing properly between games
Download required files from server
No network files needed for remote packages
File download framework
Add Connection.SendRequest<T> - allows async waiting for a response to a specific message, instead of routing through global handlers
Request files loop
Add LargeNetworkFiles table
Particle sprite alignment mode
Fix ambient light hanging around and stomping
Don't download package dlls
Compile package on download
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