14,046 Commits over 1,583 Days - 0.37cph!
artifact game log files when running test
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
Fix bloom being enabled by default
Clean release build at 1am every day
If there is no current game, generate s&box.sln (fixes sbox/issues/1302)
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
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.
Add PhysicsBody.AddShape() which takes a Hull and transforms it
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
New Outfit Piece! - Chef's Skull Cap
https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg
LODs coming ASAP
Add SceneModel.AnimationGraph
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
Add Gradient type, editor, tests
https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png
Add CurveControlWidget
Add SceneCamera.Bloom
Revert "Remove all vmat_c files from repo"
This reverts commit 78190dfd8e5471286d0142df92a07cd8d3968e14.
Remove all vmat_c files from repo
Exclude .mayaSwatches from main repository too
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
Turns out none of this stuff was needed because I'd already coded it
Optimized compile for gizmo_line and gizmo_sprite, fixes on Vulkan
.gitignore: ignore all compiled content except shaders
Make RootPanel.IsWorldPanel virtual, so we can be more explicit with it
Be a bit more accurate with Rotation equality
Add SceneCamera.EnableUserInferface
Fuck all of that actually, just leave a better comment here
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
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
Editor.Animate promoted to public
Add SceneCamera.OnRenderOverlay
BoolControlWidget: don't propagate mouse press to parent widgets
Added path for updating audio listener outside of client gameloop
Fix IgnoreFolders losing case insensitivity in Json by assuming it's not case insensitive
Extended info in editor startup when waiting for account information
Skip null children in TreeNode list
Rotation Gizmo should return false if not rotated
Add Material.GetTexture( name ) (gets the texture by shader variable name)
Fix TypeDescription.Init exceptions
Remove unused on ManagedTools
Send an "game.loaded" event to tools when the game has loaded
oops obviously the assetsystem can be null from other contexts
When materials compile new textures register them immediately - fixes cases where recompiling the vmat with a new texture would result in a missing texture
Hash fog volumes and update clipmaps when they change
Add Decal.Place( SceneWorld, ... )
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
Add SceneLight.FogLighting
Force update volumetric fog clipmaps when fog volumes are dirty (e.g editor mode)
Cleanup
Change SceneCamera.VolumetricFog to a property
Update VolumetricFog automatically, before render
Remove GetMainCameraVolumetricFog (unused)
Fixed missing asset type icons
Scale WebWidget by dpi scale
Remove now obsolete tests
TypeLibrary stores and reuses TypeDescriptions and MemberDescriptions when swapping assemblies.
Network SkyCameraEntit.SkyboxScale and remove unused shit
Consolidate current game project logic further, make these tests better reflect use case
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
If any HammerEntity fails to parse don't shit the bed for all of them
Added Tiling option to hotspot
Tiling regions are defined in the SubRect tool
https://files.facepunch.com/louie/1b1111b1/hst.png