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14,046 Commits over 1,583 Days - 0.37cph!

1 Year Ago
artifact game log files when running test
1 Year Ago
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
1 Year Ago
Fix bloom being enabled by default
1 Year Ago
Clean release build at 1am every day
1 Year Ago
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
1 Year Ago
Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture Hammer uses same shadow atlas as everything else
1 Year Ago
Fixed check for if this is first time assembly is enrolled Call TriggerRegisterEvent before OnHotloadSuccess This makes sure that TypeLibrary knows about the new assembly before things like EntityManager.OnHotloaded() get called.
1 Year Ago
Add PhysicsBody.AddShape() which takes a Hull and transforms it
1 Year Ago
Fix leaked resources when CSwapChainDx11 is resized Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png CSwapChainVulkan also flushes scratch rendertargets on resize
1 Year Ago
New Outfit Piece! - Chef's Skull Cap https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg LODs coming ASAP
1 Year Ago
Add SceneModel.AnimationGraph
1 Year Ago
Don't hit gizmo hitbox if too close FloatControlWidget observes [Range] attributes, creates a slider https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png
1 Year Ago
Add Gradient type, editor, tests https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
1 Year Ago
Add CurveControlWidget Add SceneCamera.Bloom
1 Year Ago
Revert "Remove all vmat_c files from repo" This reverts commit 78190dfd8e5471286d0142df92a07cd8d3968e14.
1 Year Ago
Remove all vmat_c files from repo
1 Year Ago
Exclude .mayaSwatches from main repository too
1 Year Ago
Codegen Attributes (#1299) * Initial tests for static call wrap * Finally sort of got somewhere... bit of a nightmare to debug this right now. Allow multiple CodeGenAttribute. Remove from ClientRpc and add some tests locally instead * Support CodeGenType.Instance with CodeGenType.WrapCall * Added first version of WrapSet/WrapGet * Unit test stubs * Don't pass value for get accessor.. * Cast to original return type in get accessor when wrapping * Tests build * Let CodeGenType.WrapCall proxies return their own values. They can simple do "return resume();" if they wanna keep intended behavior, so we can also wrap methods that don't just return void * Fixed a bug with static set/get wrap codegen not passing correct method name. Now support also adding [CodeGen] attributes directly to a method or property bypassing an attribute alias, these don't require setting the Instance/Static flags. * Use nameof where possible * Fixed tests for WrapSet/WrapGet * Improve documentation * Improve docs for CodeGenAttribute * More documentation * Fixed logic in WrapSet * Added method validation. Compiler will let you know what methods you're missing when using CodeGen and what types, return types etc they need * Add some extra tests * Only allow CodeGen on custom attributes. Tidy up. CallbackName for CodeGenType.Static is the actual fully qualified name of static method to call * Auto generate backing fields for properties. Pass current value in WrapGet callbacks. Set backing field before calling WrapSet callbacks. Update method validation error prints appropriately * Fixed ValidatePropertyCallback * Can now propertly wrap setters/getters. Setter callback passes Action<T> you can call to run default behavior * Fix error if value statement empty * Update tests * Fix TestWrapSet * Run WrapSet and WrapGet if both are specified. When passing to static callback always pass propertyName or methodName as fully qualified name. * Support type argument for return type and Func param * Nicer error when can't find type to invoke on for passed callback name * CodeGeneratorFlags/CodeGeneratorAttribute renaming * Update tests * WrapPropertySet, WrapPropertyGet, WrapMethod * Fix tests + fix issues with props that only have set; or get; * No need to wrap getValue() body in {} as already have them * Use SemanticModel.LookupSymbols to find and validate methods taking inheritance into account * Remove leftover test code
1 Year Ago
Turns out none of this stuff was needed because I'd already coded it
1 Year Ago
Optimized compile for gizmo_line and gizmo_sprite, fixes on Vulkan
1 Year Ago
.gitignore: ignore all compiled content except shaders
1 Year Ago
Make RootPanel.IsWorldPanel virtual, so we can be more explicit with it Be a bit more accurate with Rotation equality Add SceneCamera.EnableUserInferface
1 Year Ago
Fuck all of that actually, just leave a better comment here
1 Year Ago
Make sure intermediate depth matches intermediate output color render target ComputePipelineRenderTargetInfo doesn't care if toolview is false This does the same shit r_textures_list_all - see all resident textures
1 Year Ago
tier0: new memalloc aligned16 accessors CResourceNameGetter inherits CResourceName Don't stub CSceneSystem::SetMainSwapChain in tools, why would we not want SCENE_RTSIZE_FRAMEBUFFER the correct size RenderTarget.GetTemporary uses 32 bit depth when needed fix options.cpp redefinition
1 Year Ago
Editor.Animate promoted to public
1 Year Ago
Add SceneCamera.OnRenderOverlay
1 Year Ago
BoolControlWidget: don't propagate mouse press to parent widgets
1 Year Ago
Added path for updating audio listener outside of client gameloop
1 Year Ago
Fix IgnoreFolders losing case insensitivity in Json by assuming it's not case insensitive
1 Year Ago
Extended info in editor startup when waiting for account information Skip null children in TreeNode list
1 Year Ago
Rotation Gizmo should return false if not rotated
1 Year Ago
Add Material.GetTexture( name ) (gets the texture by shader variable name)
1 Year Ago
Fix TypeDescription.Init exceptions Remove unused on ManagedTools Send an "game.loaded" event to tools when the game has loaded
1 Year Ago
oops obviously the assetsystem can be null from other contexts
1 Year Ago
When materials compile new textures register them immediately - fixes cases where recompiling the vmat with a new texture would result in a missing texture
1 Year Ago
Hash fog volumes and update clipmaps when they change
1 Year Ago
Add Decal.Place( SceneWorld, ... )
1 Year Ago
Add SwapChainSampleableDepth to gameinfo, we always want sampleable depth, fixes decals, light culling and reflections not working on Scene Use Complex & Dynamic Reflections to relevant dev_metal_rough/dev_nonmetal_rough materials Reenable r_tiled_rendering_depth_cull, r_tiled_rendering doesnt need to be fcvar_archive anymore
1 Year Ago
Add SceneLight.FogLighting Force update volumetric fog clipmaps when fog volumes are dirty (e.g editor mode)
1 Year Ago
Cleanup Change SceneCamera.VolumetricFog to a property Update VolumetricFog automatically, before render Remove GetMainCameraVolumetricFog (unused)
1 Year Ago
Fixed missing asset type icons
1 Year Ago
Scale WebWidget by dpi scale
1 Year Ago
Remove now obsolete tests
1 Year Ago
TypeLibrary stores and reuses TypeDescriptions and MemberDescriptions when swapping assemblies.
1 Year Ago
Network SkyCameraEntit.SkyboxScale and remove unused shit
1 Year Ago
Consolidate current game project logic further, make these tests better reflect use case
1 Year Ago
Switch from forked to stable MonoMod.RuntimeDetour Make sure we generate a sln and sync package manager when a project isn't launched straight from the .sbproj No more .addon upgrading This seems redundant and like it'll cause something unpredicted in the future Can load http:// images
1 Year Ago
If any HammerEntity fails to parse don't shit the bed for all of them
1 Year Ago
Added Tiling option to hotspot Tiling regions are defined in the SubRect tool https://files.facepunch.com/louie/1b1111b1/hst.png