17,253 Commits over 1,338 Days - 0.54cph!
Don't bother binding aggregate data, sometimes its a resource handle but sometimes not and we can't bind both
Remove skeleton void ptr from aggregate, out of game wont have a skeleton instance. Get skeleton from entity id -> body component
CModel::GetAllHitboxSets and CModel::GetAllHitboxes
Ignores mesh group mask when fetching
Add OpenPicker that accepts a lambda
Replace semi modal browsers with our own C# picker in all tools, missing sfm
Move GameUI renderer from a IRenderHandler
Strip IRenderHandler
Render a camera from c# instead of c++
C# AssetPicker support multiple asset picking so it drops in native easier
Bind DestroyAggregateInstance
Move VPhysicsMotionType_t bind from game to engine
Create physics group from model
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Don't link channelrenderer in resourcecompiler, it doesn't exist anymore
Call client OnClientPreOutput from managed
EventClientPreRenderOnly_t is never used anywhere
Fixed invalid grouping of members in rich presence, need to find out why the server's SteamID can become this
Make gamepad input poll properly in GameMenu
Game.AssertClientOrMenu includes GameMenu, fix Input.GetGlyph not working in GameMenu
delete qhammerlegacyassetsdockwidget
Delete qglobaltoolscornerwidget
Delete tools/vohelper
Remove embedded browser from pet weird last usage of it
Get rid of CreateEmbeddedBrowser
Remove vohelper from enginetools.txt
Remove assetbrowser callbacks from assetsystem
Remove calls to BringGlobalBrowserToFront
Bind phys aggregate resource handle
Bind CreateAggregateInstance
Test creating physics aggregate from world physics, in scene map for now
Fix (Rotation / Vector2 / Vector3).Random
Also add Vector2.RandomCircle, Vector2.RandomDisk, Vector3.RandomSphere, Vector3.RandomBall, Random.Gaussian
Obsolete old VectorX.Random properties, add extensions to System.Random
Random.FromSphere( Sphere ), Random.FromBall( Sphere )
Add EngineLoop.OnClientOutput, remove unused renderservice junk, remove render events from gameuiservice
Revert "Load Sandbox.Tools within the GameMenu context (experiments)"
This reverts commit 4e2b6d4b22d549daf79490d925f601ef7387f4d5.
Load Sandbox.Tools within the GameMenu context (experiments)
Remove Panel Template system (has been marked obsolete for long enough)
Fix warnings
Add some safety nets around HeavyGarbageRegion
Update BaseFileSystem.ReadJson<T> docs
Isolate Sandbox.Bind to tools
Fix compile errors in latest MSVC
Removed BindSystem from Game (still in tools - let me know if you object strongly)
ShaderGraph: Add render option for rendering backfaces (preview only)
Remove simple_keys - unsued
Another baseplayer cleanup
Move channelrenderer into resourcecompiler, makes no sense to have a vpc just for this
Calc proc bones before bone merge re-run, fixes jittering on bone merged models with anim constraints
Animgraph: Bone merge in blend 2d and anim clip previews
Animgraph: Show bone merge models in node preview
Animgraph: Don't allow animation clip drag drop when preview mode is active
Misc code delete, mostly pcre lib
SteamInput: fixed left trigger action being bound to right trigger
Input: fixed AnalogInput being incorrect for right trigger
Hammer: asset spray randomize material groups
Model path collapse can be undone
Fix GameTask.source always being invalid in menu
Warn if a TaskSource is created in an invalid state
Would be good if I reflected all use of RequestAsync and not break everything, thank god for unit tests
Http.RequestAsync( string method, string requestUri ) changed to Http.RequestAsync( string requestUri, string method = "GET" ) to match all other methods
This is a breaking change, please update your code (I assume not many people are using this)
/core/materials/dev/ vmat_c changes
Fix AmbiguousMatchException in string.ToType
TriggerTeleport: retain scale
Warning for ambiguous GameResources
Gamepad Support Refactor (#1218)
- No manifest codegen
- Gamepads work again (including Steam Deck)
- Goes against what SteamInput is all about 😢
Rip out manifest codegen entirely
Remove Sandbox.Gamepad
Add Sandbox.GamepadCode
Add InputAction.DigitalAction which maps GamepadCode to something SteamInput can parse immediately
Refactor Input to grab action.DigitalAction
Fix up GetButtonOrigin and glyphs
Update manifest.vdf to use new actions
Only process input actions with a valid gamepad code
Remove Input.ActionSetName, Controller.GetDigitalActionOriginName( string, InputActionSetHandle_t )
Update default manifest again
Fixed controller actions not being reflected serverside
Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num )
rendersystemvulkan: support raytracing pipelines
vfx / vfx_vulkan: support compiling rtx shader blocks targeting vulkan 1.2
CRayTraceSceneWorld without lights for now
Animgraph: Change how bone merge models are handled so they get morphs inherited