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4 Commits over 0 Days - ∞cph!

1 Year Ago
Aggressively clip water reflections to prepare for SSR 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) Don't group identical console messages with different loggers Failing test for lambdas declared in non-swapped generic methods But with swapped type parameters Fixed test in 8a2bb255285d1e47c1314b70cd47f5ef92a2b21d Log error when encountering unhandled generated types 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) vacuum => vacuum cleaner Added ISet/HashSet property editor Clean up visuals of Dictionary property editor Rubikon: capsule vs hull/mesh improvements from Dirk Cleanup coreclr patch a bit Strip xbox code from filesystem Strip all this whitelist bullshit from basefilesystem Fix strong handle leak in Model.Get( IModel ) - you could get ref counts on a model resource over a million from 5 minutes of gameplay Fix strong handle leak on Material.Get( IMaterial ), ParticleSystem.Get( HParticleSystemDefinition ), AnimationGraph.Get( HAnimationGraph ) Model.Loaded uses WeakReference to not keep models that have no references loaded New Outfit Piece! - Flat Shoes Simple nice flat shoes - https://files.facepunch.com/daniel/1b1411b1/sbox-dev_I8fdIZ9f6K.jpg Adjustments + Reskins coming asap. Sorted out some XML documentation warnings UI2: Fixed length parse fail for ending parenthesis, fixes "lighten/darken(#fff, 20%)" Added more ColorParse tests, darken without spaces, and darken( mix ) Balaclava Morphs added Police Hat LODs Game keeps recompiling these surface_c files on my end Added RangedFloat editor that respects MinMaxAttribute FloatSliderProperty.HighlightColor now has an effect on the slider Improve DecibelsSlider behavior with tiny sizes Failing async method test Better support for parsing generated names with generic parameter count Hotload generated name refactor, fixing async state machine types Fixed VarClass sometimes getting stuck rebuilding every frame NeedsRebuild was getting set to true during the rebuild, so it'd keep doing it every tick "What's all this, then?" Merge branch 'master' of sbox UI2: Fixed bug introduced by my length parse fix, where border-image style would fail Add SetBorderImage test so that can't fall through the cracks again Make a copy of an Entity's components before clearing them out, fixes collection modified error from deleting a component from within another component. New Hair! - Goatee New Goatee including morphs - LODs coming soon https://files.facepunch.com/daniel/1b1511b1/sbox-dev_9jZfUNzaCg.jpg Pass depth buffer to translucent pass for glass Add Tex2DMaxMSAA Fix ghosting on glass when something is in-front of blurred glass Roll back support for SpawnMotionDisabled prop data Delete SpawnMotionDisabled altogether, prop data should never be deciding this Fixed uploading runtime addons not working Don't destroy model strong handle on reload for now Better fix for model reloads Failing test involving resolving method with namespaceless parameter Fixed resolving methods with namespaceless parameter types Use namespace alias operator in hotload tests Goatee small adjustments + colour variations Added Prop SetStatic input Hammer: Asset Spray tool colors https://files.facepunch.com/rubat/1b1511b1/sbox-dev_DJuBUU3yWI.mp4 updates props - disabled baking light on some models in prefabs - tweaked lods - fixed normal on some textures - added missing dirt/gloss on dead end texture - tweakes glow on some light textures Editor: Fixed not being able to upload maps to asset.party Merge branch 'master' into rubat-pain-day-3
1 Year Ago
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1 Year Ago
Add -noamsi command line parameter for testing Implemented a simple assembly resolver for Tools Allows hotload to make more valid substitutions Cleanup Failing hotload tests for lambdas in static constructors Fixed finding scope method ordinals of static constructors Stop expecting every method to have a scope ordinal Fixed IsMatchingType(typeRef, type) with nested types Fixed ResolveMethod() with a static constructor ref Fix upgrading lambda display class instances that are found in the wild GetNewType consistency Now returns null to mean a substitution couldn't be found Added failing generic delegate test Organised and documented delegate hotloading tests Fixed AreEqualTypes when exactly one param is null AreEquivalentTypes(old, new) refactor Fixed finding substitutions for generic parameters 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) 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 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 Merge branch 'master' into rubat-pain-day-3 Fix some XML comment warnings Hide Sandbox.JointMotion - unused enum Move Sandbox.VideoDisplayMode to Sandbox.DataModel Move Sandbox.CompilerSettings to Sandbox.DataModel Move EditorAttribute/HideInEditor/MinMax/EditorModel to Editor namespace Move Sandbox.ModelEditor to Editor namespace Sandbox.ModelEditor => Editor.ModelEditor Sandbox.ModelEditor.Internal => Editor.Internal Sandbox.ModelEditor.Nodes => Sandbox.ModelEditorNodes Rename Editor.MapEdiitor.Sphere to Editor.MapEdiitor.RadiusSphere Avoids conflicts with ModelEditor.Sphere
1 Year Ago
Move Hammer attributes to Editor.MapEditor Delete AutoGenerateAttribute - unused Delete DebugOverlayAttribute.cs - empty file Clean up entities to not use LibraryAttribute Cleanup DevCam namespaces