19,202 Commits over 3,898 Days - 0.21cph!
Particle pool
Use SceneDynamicObject for rendering instead of SceneCustomObject
Use pool
Box emitter
Particle simulation space
Fix MainThreadjob getting stuck because we release/delete MainThreadjob holding the CompleteEvent, while shit is waiting.
Build sprite using geometry shader
Scope the active scene when ticking it in the editor
Particle effect wip
Always use texture hookup thread pool instead of trying to use the shared thread pool
Don't yield jobs when we are one
Diagnostic TOOLS_STALL_MONITOR_SCOPE in GetMaterial
Add Texture.SequenceData, Texture.SequenceCount
Fix render errors if SceneCustomObject turned null due to hotload
Fix FolderNode errors when deleting a folder
Add TextRenderer component
Load collision rules from current game package
Listen for addon config updates, update collision rules
ComponentTypeSelector: add "New (x) Component..." option that creates component from query
Updated DecalComponent, also moved it out of the Light folder
Merge branch 'main' into networking
Fix assembly bytes not updating on fast hotload
Should fix dedicated server crash
Broad stroke networksystem replacement
Adds a network system, with host, connect2, status2 console commands for testing networking in the scene system.
Engine handles network channel guids
Host handles channel id's
Add status2
Force cursor visible if console visible
Refactor NetworkUser to NetworkChannel, make NetworkSystem internal
Filesystem initialization in the right place for unit tests
Try to get FACEPUNCH_ENGINE to be an absolute path
Get the engine env var from the process
Set the env var for the test folder during run
Move unit test location
Fix up unit test paths
We don't need to copy all this stuff anymore
Handle uri.IsPrivate exceptions
Don't try to load materials during unit test (todo)
Put filesystem testfolder in .source2
Don't upload unittest folder to Steam
Add Time.Scope
Don't send broadcast messages to connections that aren't fully connected
Allow GameNetworkSystem to push
Joined/Disconnected callbacks in GameNetworkSystem
Simple JsonMessage handling
Fix GameObject/Component references not filling in disabled objects
Scene serialize/deserialize
Network instance launcher
Added SceneNetworkSystem
Create networking.scene
Add GameNetworkSystem
Snapshot transport
ByteStream tweaks
Put unit test project downloads in .source2
Application.IsUnitTest is true during unit tests
Basic, unoptimized message splitting
Reduce steam networking debug output
Collect game assemblies on join
Gather required packages & menu packages from server's game
Engine unit tests (disabled)
Remove unused
Prepare for -joinlocal
Handshake json messaging
Create NamedPipeTest.cs
Fixes
Fix can't run sandbox.engine console commands from in game console
Handshake framework
Refactor
Warn if interopgen structs are less than pointer size, so should be marked with [small]
Mark some stuff as [small]
Bind SteamNetworkSocket, SteamNetworkConnection
Cleanup
Add AnimatedModel.Set
Ik placeholder
GameObjectControlWidget shows the full GameObject path
Add ITintable
Fix errors when trying to Set animated model parameters when no SceneObject exists
Update bloom defaults
Fog scene
Fix NRE
Fix exception whe ncopying
Remove debug