19,213 Commits over 3,898 Days - 0.21cph!
Fixed uploading runtime addons not working
This is faster without the parallel
Add benchmark project
Induce a tools hotload swap after game hotload - for the sakes of consistency
This was happening anyway, just at a random point
Make matt's amsi patch default (-amsi to disable)
This leafiest asset stuff isn't used anymore
When registering custom asset type assets, register the compiled version too - which stops it thinking they're not compiled
If imported GameResource isn't compiled then compile it
Fixed passing in wrong name to RegisterResourceReference (might not be a bug but it looks like one)
Only add events on retail
Don't hotload/etc compiled assemblies that we've already hotloaded
Client only reload assemblies that have changed
No need to re-verify assemblies that we've already verified
Parallel thread .cs reads
Cleaner Generators
Clean compilegroup/compiler thread stuff
Entity.FindByIndex<T> just return null if can't cast to right type
Fix test
TypeLibrary hunch speedups
Don't do GC during server addon loading
Include editor sounds so everyone gets annoying compile sounds
Hotload manager use its own logger
Include compiled shaders on server
Disable AC optimization (it's not filling the resolver in propertly)
Merge branch 'master' into iteration-speed-sucks
Order the syntaxtrees before giving them to the compiler, because hotloading is going to want the names of things to be as close as deterministic as possible
Fix compile notifications popping up on boot
Fix compile notifications appearing on the top left of the screen for no reason
Not using it, but can at least fix SetWindowNoActivate
Merge pull request #688 from Facepunch/iteration-speed-sucks
Speed up code iteration time
Fix compile notifications popping up on boot
Fix compile notifications appearing on the top left of the screen for no reason
Not using it, but can at least fix SetWindowNoActivate
Order the syntaxtrees before giving them to the compiler, because hotloading is going to want the names of things to be as close as deterministic as possible
Fix package selector property not saving or updating
Don't pass #local packages to GameSupport
optimized shader build
Fix crash when fetching object bounds too early
Fix water reflections renderbounds so it doesn't take the size of the entire map
Switch @visibility to @internal - because afaik it's the only visibility that makes sense + add unit tests
Merge branch 'master' into iteration-speed-sucks
Switch @visibility to @internal - because afaik it's the only visibility that makes sense + add unit tests
EventBatch pass additional columns
Only add events on retail
Don't hotload/etc compiled assemblies that we've already hotloaded
Client only reload assemblies that have changed
No need to re-verify assemblies that we've already verified
Parallel thread .cs reads
Cleaner Generators
Clean compilegroup/compiler thread stuff
Entity.FindByIndex<T> just return null if can't cast to right type
Fix test
TypeLibrary hunch speedups
Don't do GC during server addon loading
Include editor sounds so everyone gets annoying compile sounds
Hotload manager use its own logger
Include compiled shaders on server
Disable AC optimization (it's not filling the resolver in propertly)
Logging in CompileGroup
TypeLibrary logging
Diagnostic event for start to end code iteration timings
Remove log tags
Remove the rest of the log tags
Texture.Update doesn't crash with wrong sized data, can update the first mip only, will generate the other mipmaps if only updating the first mip
SkiaTextBlock will update the texture instead of disposing and creating a new one
Add names for other runtime textures to aid debugging
Add logging menu to editor, can switch Trace/Detailed logging on
https://files.facepunch.com/garry/88a623bf-7fcd-4245-bf05-13ae6da6f5d9.png
Don't need special checks for IClient anymore in netcode, because it's an IEntity
IClient and IEntity can be [Net]
Dedicated server fixes
MapSchema experiment (unexposed)
Re-add ResetMap, HammerID is a string
Protocol++ (sorry, HammerId forced it)
Remove Entity.IsClient, Entity.IsServer (just add Game. in front of them)
Remove Leaderboard + Rankings backend (sorry ziks, we built this on quicksand)
Strip out built in noclip
Devcam cleanup
PackageExtensions to SandboxGameExtensions
Transform.ConcatTransforms => Transform.Concat
Move GameServices to Sandbox.Internal
Organize base extensions into one class
Move Assert to Sandbox.Diagnostics
NullChecks => SandboxGameExtensions
Move internal EntityUtility to OOBChecks
Move DevCam stuff to Sandbox.UI.DevCam from Sandbox
Move Sandbox.MenuEngine.FileSystem.OpenFileDialog to Sandbox.MenuUtility.OpenFileDialog
Rename Sandbox.FileSystem in System.Tools to Editor.FileSystem
Move Sandbox.IMenuAddon to Sandbox.Internal and make it an interface
Added "Animation Speed" property to prop_animated
Implement prop_data SpawnMotionDisabled
Use prop_data.SpawnMotionDisabled for parking_barrier first gib
PackageExtensions to SandboxGameExtensions
Transform.ConcatTransforms => Transform.Concat
Move GameServices to Sandbox.Internal
NullChecks => SandboxGameExtensions
Move internal EntityUtility to OOBChecks
Move DevCam stuff to Sandbox.UI.DevCam from Sandbox
Move Sandbox.MenuEngine.FileSystem.OpenFileDialog to Sandbox.MenuUtility.OpenFileDialog
Rename Sandbox.FileSystem in System.Tools to Editor.FileSystem
Move Sandbox.IMenuAddon to Sandbox.Internal and make it an interface
Revert "Move DevCam stuff to Sandbox.UI.DevCam from Sandbox"
This reverts commit e084b44e963a5ada259328585b83444dfc66d5d0.
Merge branch 'rubat-pain-day-2' of sbox into rubat-pain-day-2
Make Global a real static class, Remove GameService completely (we can take another run at this)
Rename Sandbox.Global to Sandbox.Game
Remove Rand, add Game.Random
Fix devcam scss
Delete Host, move everything to Game
Remove Client, replace with IClient, Client.All is now Game.Clients
Move Local.UserPreference to Game.Preferences
Remove 'Local', all moved to Game
Moved everything from Map. into Game. and deleted Map
Merge branch 'master' into engine-refactor-3
protocol++
Add GetParameterType, GetParameterName and GetParameter<T> to AnimationGraph
Add AnimatedEntity.GetAnimParameterRotation
Add editor for animated entity which extends the entity inspector with animgraph parameter inspector https://files.facepunch.com/layla/1b0911b1/sbox-dev_hLHvjjjIWi.mp4
alphabetic sort on params
Merge branch 'master' into engine-refactor-3
Moved everything from Map. into Game. and deleted Map
Move Local.UserPreference to Game.Preferences
Remove 'Local', all moved to Game
Remove Client, replace with IClient, Client.All is now Game.Clients
Delete Host, move everything to Game
Remove Rand, add Game.Random
Fix devcam scss
Make Global a real static class, Remove GameService completely (we can take another run at this)
Rename Sandbox.Global to Sandbox.Game
Organize base extensions into one class
Move Assert to Sandbox.Diagnostics
Strip out built in noclip
Devcam cleanup
Fixed console key not working in editor
Removed Sandbox.Hooks obsolete code
Moved VoiceSpeaker, VoiceEntry, VoiceList to Sandbox.UI namespace, removed Style.Dirty usage
Tools: Remove Utility.RunCommand, replace with ConsoleSystem.Run (to match Sandbox.Game)
Replace tools addon usage of Utility.RunCommand
Merge branch 'master' into pain_day
Merge remote-tracking branch 'origin/pain_day' into engine-refactor-2
Move DebugOverlayAttribuite to Event.Debug.Overlay
Update GameDebug.cs
Remove Entity WaterLevel + WaterEntity
Protocol++
Hide EntityComponentAccessor, make component system interface based, accessible on IEntity (from tools etc)
Clear that up, add some extensions to get water level easier
Remove PhysicsBody.WaterLevel
Show components in Entity list
TypeLibrary.GetDescription becomes TypeLibrary.GetType
Make AssemblyInitialize internal
Remove ApplicationTimings
BBox's "center" constructor takes an optional size argument
Remove env_tonemap_controller,
Remove EnginePostProcess, Remove ITonemapEntity, make SceneTonemapParameters internal
Warning fixes
SandboxEditor becomes Editor
Rename Tools to Editor
ToolEvent to EditorEvent
Can change visibility of Razor created panels using @visibility
https://files.facepunch.com/garry/ba7154d8-e33c-4ce8-b799-09ad82dc8d17.png
Move PhysicsJoint, CollisionRules, PhysicsSettings to Sandbox.Physics
Move Sandbox.Easing to Sandbox.Utility.Easing
Move PerformanceStats to Sandbox.Diagnostics
Put CircularBuffer in Sandbox.Utility
Flatten all the extension classes to per-assembly classes
Move Logger to Sandbox.Diagnostics, making Logging internal
Make Sandbox.TextureLoader.Image internal
Delete AboutDialog
Move Task related stuff to Sandbox.Tasks
Move Noise to Sandbox.Utility
Squashed commit of the following:
commit 9f84591e8130aa00e90d4ea6a6ceab96a0860585
Author: Tony <devultj@gmail.com>
Date: Mon Nov 14 14:16:54 2022 +0000
Update Water and VoxelChunk to use tags
commit e178470dbc3917cf3b5321c3326a69e2726dfd1a
Author: Tony <devultj@gmail.com>
Date: Mon Nov 14 14:08:32 2022 +0000
Refactor DamageInfo to use tags instead of flags
- Obsolete DamageFlags, DamageInfo.Flags, DamageInfo.WithFlag, DamageInfo.Explosion
- Add DamageInfo.FromExplosion, DamageInfo.WithTag, DamageInfo.HasTag
- Replaced all obsolete flag usage with new tag usage
Completely remove DamageFlags
Minimal addon correct fov calculation
Move glow component to addon code
Don't switch loading screen to addons
Remove further obsoletes
Merge branch 'master' into engine-refactor-2
Merge fixes
Merge branch 'master' into engine-refactor-2
engine-refactor-2
Engine refactor 2
Fixed writing null strings
Merge branch 'master' of github.com:Facepunch/sbox
Merge branch 'master' into engine-refactor-2
Don't generate resource for any shaders that fail to compile
"getpos" runs clientside, uses Camera.Position, Camera.Rotation - fixes inaccurate values being reported. Removed cl_showpos
Fix some warnings
Pressing ESC in asset picker closes it
Hammer remote packages use new .bin path, remove all the legacy support
Parallelize MapClass parsing
Add a "New Shader.." button in the asset browser
Input.AnalogLook and Input.AnalogMove are accessible serverside like everthing else in Input
Use CircularBuffer for InputHistory
Make Input serverside asserts a bit more clear
Fix SoundEvent using the max value when not supposed to
Breakables follow animations when attached to a bone
Adds Model.GetBoneTransform. Transform.RotateAround, Transform.ConcatTransforms
Add ability for AnimatedMapEntity to be breakable
Follows the same rules as normal props/door models
Update Parking Barrier prop to use embedded break pieces
Remove this ancient source behaviour we've been keeping around that amplifies the Input.AnalogLook pitch by 1.5
props update
adding rig/ animation to aircon / fix bad naming convention
adding meta data for some props
tweaked wall_vent LOD
tweaked LOD distance on some props to something useful
removing old tree model
Merge branch 'master' into engine-refactor-2
Merge fixes
Minimal addon correct fov calculation
Move glow component to addon code
Don't switch loading screen to addons
Remove further obsoletes
Squashed commit of the following:
commit 9f84591e8130aa00e90d4ea6a6ceab96a0860585
Author: Tony <devultj@gmail.com>
Date: Mon Nov 14 14:16:54 2022 +0000
Update Water and VoxelChunk to use tags
commit e178470dbc3917cf3b5321c3326a69e2726dfd1a
Author: Tony <devultj@gmail.com>
Date: Mon Nov 14 14:08:32 2022 +0000
Refactor DamageInfo to use tags instead of flags
- Obsolete DamageFlags, DamageInfo.Flags, DamageInfo.WithFlag, DamageInfo.Explosion
- Add DamageInfo.FromExplosion, DamageInfo.WithTag, DamageInfo.HasTag
- Replaced all obsolete flag usage with new tag usage
Completely remove DamageFlags
Move Noise to Sandbox.Utility
Move Task related stuff to Sandbox.Tasks
Make Sandbox.TextureLoader.Image internal
Delete AboutDialog
Move Sandbox.Easing to Sandbox.Utility.Easing
Move PerformanceStats to Sandbox.Diagnostics
Put CircularBuffer in Sandbox.Utility
Flatten all the extension classes to per-assembly classes
Move Logger to Sandbox.Diagnostics, making Logging internal
Move PhysicsJoint, CollisionRules, PhysicsSettings to Sandbox.Physics