userGarry Newmancancel

19,538 Commits over 3,990 Days - 0.20cph!

2 Years Ago
Api fix
2 Years Ago
Remove rest of fov hacking code, add Screen.CreateVerticalFieldOfView
2 Years Ago
Fix soundscape NRE Fix PanelList overflow
2 Years Ago
engine-refactor-1 Latest api
2 Years Ago
Remove debug
2 Years Ago
Only compile base addon if we're a runtime game
2 Years Ago
Fix addons getting not getting marked as game:any correctly
2 Years Ago
protocol++ Add prediction tolerance to m_vecOrigin Split base and compiled assembly again
2 Years Ago
get the ignore right
2 Years Ago
Upgraded
2 Years Ago
Reduce default vertex size Move some stuff from base addon into the game dll
2 Years Ago
Don't skip program when checking if shader is up to date if we failed to load the compiled version (it might not exist) memset shader header so we dont run into these issues that are caused by uninitialized memory Remove subview stuff from vr.cpp, not neded in our case Remove FSR, wasn't doing much and was causing issues with VR stencil, fix vr stencil debug Granular foveated rendering, still needs cleanup Remove old deprecated depth of field, cleanup checkerboard reconstruction Add convars for vr_foveated_rendering Get center lens position from HMD, pass foveation parameters to GPU Cleanup and update shader files Readd FSR for now, wouldn't be able to properly remove it until we have a good replacement, but don't bother with it if we're in VR Remove unused convars Tweak autofidelity, remove autofidelity for multigpu, add autofidelity for mobile while at it, fix typo Tie vr_foveated_rendering to autofidelity, optimize shaders a bit Fix rebase changes for shader assets Merge pull request #652 from Facepunch/vr-foveated-rendering VR Foveated Rendering Minor summary adjustment to PhysicsBody.SurfaceMaterial RangedFloat can be read from a number in JSON too Delete BrushEntity.Solid (was obsolete) SurroundingBoundsType.Obb => SurroundingBoundsType.OBB Use RangedFloat in SoundEvent resource This change will make existing assets lose their PitchRandom/VolumeRandom until updated Move GlobalRpcHandler to Sandbox.Internal Make Sound.Index internal Hide Prediction.CommandsAcknowledged/LastExecutedPacketNum Move QTextBlock to Tools namespace Rename ModelDoc namespace to Sandbox.ModelEditor Also moved all ModelDoc node classes to Sandbox.ModelEditor.Nodes Renamed ModelDocAttributes.cs to ModelEditorAttributes.cs Delete Sandbox.ConstantBuffer (obsolete & unused) Delete TriggerHurt and TriggerTeleport (obsolete aliases) Delete TriggerMultiple.Wait (obsolete alias) Delete ModelBreakPiece.CollisionGroupOverride (obsolete) Delete CameraMode.DoFPoint/DoFBlurSize (obsolete) Remove unused properties of Sandbox.Water EnableShadows/EnableFog/EnableRefraction Delete more obsoletes Deleted PhysicsWorld.IsPointWater Deleted Sandbox.Component.Glow.Active/RangeMin/RangeMax Deleted FogStength from all light entities Deleted OrthoLightEntity.UseFogNoShadows Deleted Global.IsDedicatedServer/PhysicsSubSteps/PhysicsTimeScale Deleted ScenePanel.CameraPosition/CameraRotation/FieldOfView/AmbientColor/ClearColor/ZNear/ZFar/DisablePostProcessing/SceneAttributes Merge remote-tracking branch 'origin/pain-day-rubat1' into engine-refactor-1 Rename SurroundingBoundsType.OBB to SurroundingBoundsType.Object, comment out unused Remove now unused constant buffer binds Defaults for main camera Minimal template fixes
2 Years Ago
Refactoring Cleaning Notes for future Remove unsued
2 Years Ago
Remove Entity.,EyePosition, Entity.EyeRotation, Entity.EyeLocalPosition, Entity.EyeLocalRotation, Added Entity.GetAimRay() Delete StandardPlayerAnimator, PawnAnimator
2 Years Ago
Remove Map.Camera, add global Camera Don't use EyeRotation for view angles - because it's laggy and fucked and I'm gonna remove it
2 Years Ago
DevCamera tweaks
2 Years Ago
Delete CameraComponent
2 Years Ago
Delete CameraSetup Delete CurrentView Use Map.Camera in place of CurrentView Remove dof and motionblur from ViewDesc Add Local.UserPreference.DefaultFieldOfView Fixed main SceneCamera not controlling the render properly Remove SharedRendering/SetDevLayer hack
2 Years Ago
GameController becomes GameManager
2 Years Ago
Obsolete [UseTemplate] so we appreciate the scope of removing it Move Event.Frame to Event.Client.Frame, add ToolEvent.Frame Add Event.Client.PreCamera, PostCamera Move Event.BuildInput to Event.Client.BuildInput Move default BuildInput to internal BaseGameController Rename files to match new classnames
2 Years Ago
Make CameraSetup internal Delete FixedCamera.cs Delete LookAtCamera.cs
2 Years Ago
Vector2.Dot returns float Vector3.Equals doesn't use AlmostEqual, but the == and != operators do Move a bunch of stuff from Client to IClient, PlayerId is now SteamId Client.Pawn is an IEntity Game becomes GameController, added Sandbox.Game namespace Move stuff from GameController to BaseGameController where possible Remove Sandbox.Hooks Rename CameraMode to CameraComponent
2 Years Ago
Latest from valve
2 Years Ago
Squashed commit of the following: commit f5d20681b7389cd09e9c877d4ea0d9e260762a44 Author: Rubat <3299036+robotboy655@users.noreply.github.com> Date: Mon Dec 5 21:48:02 2022 +0200 Delete Sandbox.Internal.Decals commit c9ed0a3acf8a248f4533109ddb63edba3a3c5330 Author: Rubat <3299036+robotboy655@users.noreply.github.com> Date: Mon Dec 5 21:43:19 2022 +0200 Remove obsoletes Removed Sandbox.SpotLightCone Removed Sandbox.SceneSpotLight.SpotCone Removed Sandbox.UI.DataSource.ArraySource Removed Sandbox.UI.DataSource.BaseDataSource Removed Sandbox.UI.DataSource.BindMethod Removed Sandbox.UI.DataSource.Property Removed Assert.True( bool ) in favor of Assert.True( bool, string=null ) Removed Assert.False( bool ) in favor of Assert.False( bool, string=null ) Removed Vector3.LerpTo( Vector3, float ) in favor of Vector3.LerpTo( Vector3, float, bool = true ) Removed Vector3.LerpTo( Vector3, Vector3 ) in favor of Vector3.LerpTo( Vector3, Vector3, bool = true ) Removed Sandbox.DecalSystem Nothing should be named "dynamic.*" anymore protocol++
2 Years Ago
Should fix MakeRelease not generating history
2 Years Ago
Branch for Sandbox for input changes Use updated inputs Use ActiveChildInput Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge remote-tracking branch 'origin/custom-client-input' Ignore all compiled files
2 Years Ago
Experimental / PoC Limit stored custom inputs to a maximum of 256, removing older entries as new ones are added Added ButtonState intended for use with [ClientInput] Use TypeDescription to fetch property for [ClientInput] Add extensions for reading/writing Transform Add Transform.Read and Transform.Write Add support for Transform to [ClientInput] Added ButtonState.Pressed and ButtonState.Released with docs Fixed compile error from copy paste 🥴 Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property Revert "Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property" This reverts commit 6d29a14ea85614a2c91c8f670f73e5ebb30e60cf. Fixed IsDown / WasDown and also Pressed / Released being swapped Delta values for some stuff (only send stuff that changed since last cmd) Tidy up + add ManagedInputs Rename to PawnInput Just use TypeLibrary as its cached anyway Add comments + use TypeLibrary Add HasAttribute<T>() Merge branch 'master' into custom-client-input Don't add const to ArgPointer if asref is specified Rid of CUtlVectorByte in favor of direct byte arrays Make ButtonState a struct with implicit bool conversion Write dynamic assembly hash to managed input message. Check hashes match when deserializing, if they don't skip that input Merge branch 'master' into custom-client-input Prepare to move a bunch of stuff from user cmd to managed. Clear out eye angle stuff Start stripping out stuff that'll need implementing on pawn Merge branch 'master' into custom-client-input Match structs Input.LookDelta and Input.MoveDelta analog inputs + copy PawnInput props in MimicBot from target client Update (obsolete) player and controller examples to use the managed input / pawn inputs Try stripping out InputBuilder and see how it feels... Merge branch 'master' into custom-client-input Some extra docs + rename PawnInput to ClientInput Remove redundant inputs. Reverse yaw for bots Some additional documentation Move MimicBot to base addon Write -1 if entity is null Add ActiveChildInput and ensure children get added to Inventory on ClientSpawn so they match Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Can pass RenderAttributes into VertexBuffer.Draw Avoid conflicts Merge branch 'master' into custom-client-input Add Tony's change for always record voice in VR Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Remove code I added that wasn't needed Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge in Matt's Input.Pressed fix for when FPS is lower than tick rate Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Make sure StopProcessing is reset in Input.Process so that it isn't remembered next time Ensure InputDirection client input is consistently set to Input.AnalogMove for parity with old system Merge branch 'master' into custom-client-input Support extra types Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Early out if no managed inputs to write Additional types Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge fixes incompatible Merge branch 'master' into custom-client-input Merge remote-tracking branch 'origin/custom-client-input' protocol++ Remove obsolete
2 Years Ago
Unit test fix
2 Years Ago
Start using the engine version
2 Years Ago
Update .addon Don't commit these
2 Years Ago
Disable api protection unit tests (we're breaking the api now) Api++
2 Years Ago
PackageType can define whether it's api version sensitive package/find api uses api version properly, added unittests
2 Years Ago
Remove Package.Query Clean up + document protocol stuff in c# Pass api protocol when querying packages
2 Years Ago
Oops, unmangle engine.def
2 Years Ago
Moved network and api protocol into src/common/protocol.h, deleted unused version stuff
2 Years Ago
This test is a bit subjective, lets give it more breathing room
2 Years Ago
Fix potential NRE in Panel.TickInternal() OnAssetFileChanged doesn't throw an exception when the file was deleted Handle and report template parsing exception Fixed exception reporting wrongly classifying old addons as engine exceptions Fix menu exceptions getting ignored Error reporting classify tools propertly Update exception dsn
2 Years Ago
Session exception fix
2 Years Ago
SessionCleanup can use ExecuteDeleteAsync now
2 Years Ago
Update AssetUsageUpdater to batch calls
2 Years Ago
Fix editor crash on exit (causing layout to not save)
2 Years Ago
BuildShaders.bat needs to build the whole resource system now because shaders and resources. So do that.
2 Years Ago
Build rendersystemempty when building shaders
2 Years Ago
Copy over changes for shader resources Remove old .vfx, .vcs Forgot some vpc files Build content Update assettypes.txt Update resourcecompilersystem.cpp Forgot shader asset type images Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found Enable all modes for error shader Recompile all core shader resources from master Update high_quality_reflections shader Recompile base shaders Update Graphics.Paint and PanelRenderer Update shaders.def Make damn sure all shaders are packed from vcs from master Material doesn't grab shaders from resource system anymore until I figure out why it was fucking up Switch back to using resource system to get shaders for material, remove vfx dictionary Free shaders for static combos that have zero ref count Destroy static combo shaders when deallocating shader resource Create all modes for error material.. again Switch to error resource if setting up static combos for mode fails Switch to ResourceIsError for other places that need to check if a shader is error Remove deallocate logs Simplify mat_reloadshaders, just do a shader and used materials blocking reload Fix assert on material layer destructor, static combo ref count should be fine to be zero here, we probably should reloaded shader update all_shaders.txt Allow access to material attributes without asserting, if modes have loaded Delete me_shaderselect.cpp Don't publish core/*.shader to steam 🦆
2 Years Ago
Don't publish core/*.shader to steam 🦆
2 Years Ago
Don't ship core/*.shader files to steam
2 Years Ago
Fix crash when closing console and restoring default layout Fix unable to close/open game view dock Arrange View/ menu alphabetically Fix gameframe fullscreen
2 Years Ago
Delete Jenkinsfile
2 Years Ago
Switching ReadyToRun off
2 Years Ago
Update Facepunch.SymStore.exe