19,217 Commits over 3,898 Days - 0.21cph!
Generate thumb automatically if we don't have one
Add package parent, api version
Tag support
Fix multiple addon uploading errors
Give correct error when invalid asset type
Add extension asset type
Compile gamemode before extensions
Better errors when we can't find the package reference
Switch packaged assembly path
Change how compiler multiple paths works so we don't get stomping
Skip loading/transporting "base" addon when using a packaged gamemode
Remove CollectAssemblies
Fix game addons not hotloading
Only actually compile a compiler if it needs it
CompileGroup.BuildAsync can just return a bool
Allow compilers to reference themselves, passively ignore
Add addon compiler settings references
Packaged addon complain if missing assembly, make available to compilegroup
Gamemodes also provide themselves as the base addon
Fix extensions not loading second time around
Give packaged assemblies the first priority - because they might be mocking as base
Extension compile referencing package gamemode end to end unit test
Unit test for package dll dependants
Clean MetadataReference collection
More clean up
Extension addon
When generating solutions download parent addon if not available locally
Refactor
Mount/compile local extensions when starting game
Undo this
Switch compiler to not use Filesystem
Added CompileGroup, deleted CompileManager - menu works
Tool addons use CompileGroup
Strip out ToolAddon CodeFileSystem
Delete GameCompiler, seal Compiler
Build watching compiler for changes into the compiler
Menu recompiles on changes nicer
Watch tool code for changes
Fix tool hotload only working on accident
Fix stack trace stretching the screen
Remove rubbish
Rename AddonManager to ToolAddonManager
And rename file
Clean up server addon building
Build in printing compile errors to console in CompileGroup
Fix server compiles not working
Create .lutignore
Simplify CompilerSetup
Strip unused
Compiler unit test
Clean up compiler references/dependancies, tests
Fix NRE in entity list
When compiling a compilegroup, even if we don't need to compile them, we still return referenced assemblies
Strip all of the code path stuff from ServerAddon/AddonRuntime
Cleaning network file list
Decrease hotload change detection from 0.3s to 0.1s
Don't add network files twice if they exist in the code folder
Reduce max size for embedded file to 64k
Don't embed _c files- because they won't be accessible by engine anyway
Compiler detect cyclic dependencies,. throw exception + unit test
Compiler detect cyclic dependencies,. throw exception + unit test
Decrease hotload change detection from 0.3s to 0.1s
Don't add network files twice if they exist in the code folder
Reduce max size for embedded file to 64k
Don't embed _c files- because they won't be accessible by engine anyway
Cleaning network file list
Strip all of the code path stuff from ServerAddon/AddonRuntime
Clean up compiler references/dependancies, tests
Fix NRE in entity list
When compiling a compilegroup, even if we don't need to compile them, we still return referenced assemblies
Create .lutignore
Simplify CompilerSetup
Strip unused
Compiler unit test
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Fix stack trace stretching the screen
Remove rubbish
Rename AddonManager to ToolAddonManager
And rename file
Clean up server addon building
Build in printing compile errors to console in CompileGroup
Fix server compiles not working
Build watching compiler for changes into the compiler
Menu recompiles on changes nicer
Watch tool code for changes
Fix tool hotload only working on accident
Strip out ToolAddon CodeFileSystem
Delete GameCompiler, seal Compiler
Switch compiler to not use Filesystem
Added CompileGroup, deleted CompileManager - menu works
Tool addons use CompileGroup
Refactor
Mount/compile local extensions when starting game
Undo this
When generating solutions download parent addon if not available locally
Complain when sending too many console commands
Fix exception when uploading over 2gb
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Should fix OverflowException
Allow setting network vars when client created
Handle ResolveDepthBuffer better
0 isn't a valid depth buffer
Fix vignette making everything greyscale
Disable Dof in avatar menu
Post processing, render hooks, graphics
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Add some documentation
Fix chromatic aberration always set to 1
Fixed hooks creating a bunch of resolves
Pass postprocessStencilDepth to AfterPostProcessing
Fixed motion blur on by default 🙈
Pixelate effect from center of pixel
Avatar editor view screen effects
Tie GlowComponent.Active to Enabled
RenderTarget.GetTemporary will automatically get the right hdr/sdr rt if ImageFormat.Default is passed
Do our own ResolveFrameBuffer
Add RenderDoc scopes for our RenderTool calls
Post process shaders support transparency
Home avatar post process so we keep everything working
Unclamp some post post process vars
Re-enable physgun glow
Turn outline effect on and off properly
Also use the obsoleted `Active` on Glow to decide whether to render it or not
More RenderHooks
Remove a bunch of unused layers
RenderDoc API
Early out of CPixEventScope if !IsRenderDocEnabled
Add convar to control CPixEventScope
Delete water layer
sc_log_submits depth buffers too
Delete DrawOverWorld layers
Optimize CPixEventScope
Fixed render hooks resolving
Clean up
Handle widget deleted while fetching packages
Package -> view in browser
Custom render the model thumbnail