userJames Kingcancel

6,908 Commits over 3,531 Days - 0.08cph!

2 Years Ago
Yet more fixes
2 Years Ago
Added iarc certificate id
2 Years Ago
More fixes
2 Years Ago
Edge stitching in convex decomposer
2 Years Ago
Edge stitching Handle very small intersections Mesh plot script
2 Years Ago
Another edge case fixed Revert modification if an exception occurs
2 Years Ago
Re-creating demo from v1 Another case to fix
2 Years Ago
Working on vertex attribute interpolation
2 Years Ago
Some edge cases fixed More edge cases Last edge case? Edge edge case Stability
2 Years Ago
Gradually adding functionality back in Semi-functional again
2 Years Ago
More WIP refactor
2 Years Ago
2 Years Ago
WIP refactor
2 Years Ago
Fixed !switch build error
2 Years Ago
Skip replay tests on !switch build
2 Years Ago
Added debug slider for film grain !switch
2 Years Ago
Initial commit Mesh generation Mesh copying, transformation Working on CSG operators About to do a mesh modification rewrite Almost found cut faces Find edge loops for cut faces Handle intersections fully inside a face Flood fill faces Find faces for both lhs and rhs meshes Support for different operators When surfaces don't intersect, check to see if we should keep faces Attribute refactor WIP generating convex faces More convex face progress Convex decomposition almost working More decomposition fixes Working on edge cases
2 Years Ago
Expirable SyncContext refactor * Rename MainThreadContext to ExpirableSynchronizationContext * ExpirableSynchronizationContext supports having multiple live instances on different threads * Added SyncContext static class to handle resetting on session end * MainThreadContext.Instance is now SyncContext.MainThread etc More control over addon tasks running on worker threads * Added an ExpirableSynchronizationContext for worker tasks * WorkerThread.Start() spawns a bunch of long running tasks to process addon tasks off the main thread * WorkerThread.Stop() causes those worker tasks to exit, can be restarted later * Stop worker threads during hotload * Fixed case where addon tasks that refuse to cancel could keep running forever on a worker thread
2 Years Ago
Expirable SyncContext refactor * Rename MainThreadContext to ExpirableSynchronizationContext * ExpirableSynchronizationContext supports having multiple live instances on different threads * Added SyncContext static class to handle resetting on session end * MainThreadContext.Instance is now SyncContext.MainThread etc More control over addon tasks running on worker threads * Added an ExpirableSynchronizationContext for worker tasks * WorkerThread.Start() spawns a bunch of long running tasks to process addon tasks off the main thread * WorkerThread.Stop() causes those worker tasks to exit, can be restarted later * Stop worker threads during hotload * Fixed case where addon tasks that refuse to cancel could keep running forever on a worker thread
2 Years Ago
Exposed hotload skip attrib and callback interfaces Deleted empty INotice.cs Added cl_hotload_log and sv_hotload_log console vars Fixed possible NRE when setting up console vars SkipHotloadAttribute now supports properties Fixed hotload test assemblies having wrong package ID Replaced hotload callback interfaces with IHotloadManaged Destroyed() returns a state dictionary that is passed to Created() in the new instance Don't let Hotload see some sensitive fields IHotloadManaged.Destroyed() now passes in a dictionary ready for use
2 Years Ago
Exposed hotload skip attrib and callback interfaces Deleted empty INotice.cs Added cl_hotload_log and sv_hotload_log console vars Fixed possible NRE when setting up console vars SkipHotloadAttribute now supports properties Fixed hotload test assemblies having wrong package ID Replaced hotload callback interfaces with IHotloadManaged Destroyed() returns a state dictionary that is passed to Created() in the new instance Don't let Hotload see some sensitive fields IHotloadManaged.Destroyed() now passes in a dictionary ready for use
2 Years Ago
Cleanup texture builders to reduce loads of code duplication Bring Texture3d, TextureArray & TextureCube builders extra properties Make Texture2DBuilder a struct Generic gibs are now based on the entity's physics material Moved generic gibs and added break sound to Surface asset Added PhysicsBody.GetDominantSurface, PhysicsShape.SurfaceMaterial and Surface.GetRandomGib Allow breakable glass to use assigned UV mapping (requires map entity recompile) Fix glass texture coords when breaking shards that have moved away from the panel Whitelist System.Half Fix base shader not compiling Fix alpha testing for shaders Allow foliage shader to be compiled again Don't bother trying to compile 32 bit PCM so you don't damage your ears if you try Merge pull request #168 from Facepunch/texture-builder Cleanup texture builders to reduce loads of code duplication Create Developer-GenerateSolutions.bat Completely removed vscript from anim system Update Developer-GenerateSolutions.bat Few more script references in anim projects Remove WithMips for texture cube for the time being Add constructor parameters for CreateCube & CreateArray Remove anonymous param from Texture Finish Create WithAnonymous for textures instead of passing it as a parameter to Texture Finish Remove anything marked as [Obsolete] 3+ months ago Obsolete Entity.EyePos/Rot => Entity.EyePosition/Rotation delete some legacy c++ concommands: god, say, give, etc. these didn't work anyway and if they should work they should be done in c# reimplement cl_showpos in c# so it uses the pawn, remove cl_showfps (there's much better ways to see it now) Fix compile error and strip Panorama stuff from the particle host Remove more legacy player concommands and whatevers left of impulse remove env_message Allow menu tasks to persist between sessions string.QuoteSafe takes a bool, if true the quotes are optional DataNode sorts children on creation (fixes no children) Make scrollbar more apparent (todo make qt scrollbars all hover type) Added LocalAddon GetRootPath(), GetCodePath(), GetAssetsPath() Fixed QuoteSafe not handling empty/null strings Bind listview/treeview activated Add TreeView.SetExpanded Less abrasive qt errors/warnings Get access to MRU assets from c# Allow @ in QuoteSafe Add DataNode.RemoveAllChildren Add TreeView.Indentation Asset Browser has filters etc If filtering by recent, then order by recent WheelEvent has HasAlt, HasCtrl, HasShift Ctrl wheel in asset list changes list type/icon size Add "Everything" category Add toggle for recursive folders Add TaskCanceledException to whitelist Put it where it belongs Access to AssetType Initialize interop to nullptr Packaged games properly update their hash for networking, fixes net vars in packaged games Add "content" addon type Update addon list on asset browser when they change Addon switcher shows paths TreeNodes support context menus, added context menus to asset browser folders Create in folder options Updated Citizen blendshapes. Updated Citizen AO now you can sometimes see the inner lip Merge branch 'master' of sbox Loading screen can access game/map packages Don't let Hotload see some sensitive fields Merge branch 'master' into hotload-api
2 Years Ago
Don't let Hotload see some sensitive fields
2 Years Ago
IHotloadManaged.Destroyed() now passes in a dictionary ready for use
2 Years Ago
Expirable SyncContext refactor * Rename MainThreadContext to ExpirableSynchronizationContext * ExpirableSynchronizationContext supports having multiple live instances on different threads * Added SyncContext static class to handle resetting on session end * MainThreadContext.Instance is now SyncContext.MainThread etc More control over addon tasks running on worker threads * Added an ExpirableSynchronizationContext for worker tasks * WorkerThread.Start() spawns a bunch of long running tasks to process addon tasks off the main thread * WorkerThread.Stop() causes those worker tasks to exit, can be restarted later * Stop worker threads during hotload * Fixed case where addon tasks that refuse to cancel could keep running forever on a worker thread
2 Years Ago
Allow menu tasks to persist between sessions
2 Years Ago
Allow menu tasks to persist between sessions Replaced hotload callback interfaces with IHotloadManaged Destroyed() returns a state dictionary that is passed to Created() in the new instance Don't let Hotload see some sensitive fields
2 Years Ago
Fixed hotload test assemblies having wrong package ID
2 Years Ago
Exposed hotload skip attrib and callback interfaces Deleted empty INotice.cs Added cl_hotload_log and sv_hotload_log console vars Fixed possible NRE when setting up console vars SkipHotloadAttribute now supports properties
2 Years Ago
Fixed possible NRE when setting up console vars SkipHotloadAttribute now supports properties
2 Years Ago
Added cl_hotload_log and sv_hotload_log console vars
2 Years Ago
Removed obsolete test replay
2 Years Ago
Fixed possible NRE on game exit
2 Years Ago
Fixed case where changed input bindings wouldn't save to file
2 Years Ago
Deleted empty INotice.cs
2 Years Ago
Exposed hotload skip attrib and callback interfaces
2 Years Ago
Make sure original video settings are recorded once after launch Fixed speech bubble text randomising when changing input type
2 Years Ago
Thread safety in MainThreadContext.CanTaskMethodPersist Thread safety in MainThreadContext.CanHandleCancellation Added another async task test
2 Years Ago
Thread safety in MainThreadContext.CanTaskMethodPersist Thread safety in MainThreadContext.CanHandleCancellation Added another async task test
2 Years Ago
Fixed not being able to cancel input binding in certain cases
2 Years Ago
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2 Years Ago
Fixed possible exception when baking !force
2 Years Ago
Attempt to fix another issue with mech baking
2 Years Ago
Fixed mech stage calling ClearBehaviourDelay on the wrong type
2 Years Ago
Replay menu tweaks to include campaign and mode for each entry Use icon for co-op replays on replay menu Video page revert goes back to state from when the game last launched Mask for leaderboard mode button
2 Years Ago
Tests for cancelling tasks on game loop end Persist tasks that were awaiting a cancelled task Test for task that saves itself from cancellation Test for task that politely handles being cancelled Let tasks from an expired context handle awaiting a cancelled task only once Some extra safety when persisting tasks handling a cancellation
2 Years Ago
One more
2 Years Ago
Updated Jenkinsfile !clean
2 Years Ago
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2 Years Ago
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