14,133 Commits over 1,583 Days - 0.37cph!
Fix FileSystem.RebuildContentPath() skipping over addons because it was using File.Exists instead of Directory.Exists. Fixes Facepunch/sbox-issues#2085 and probably quite a bit of other stuff
Animgraph: Hide gizmos and ground plane when in viewmodel camera mode
Reduced fog on the avatar scene a bit, added orbit distance lerp
Set default font size for base style textentry
Resolves sbox-issues#2094
Remove IFnPhysicsHullShape and IFnPhysicsMeshShape
Fix Entity.Position description
Remove IFnPhysicsJoint ugh
Fix unfinished transitions getting reset on state change
Remove CPhysicsBody Connect and Disconnect - unused
Don't access CRnBody directly in ComputeImpactStrength
Remove some direct usage of CRnBody
Remove IFnPhysicsContact - unused and would be nice to get rid of all these pointless wrappers anyway
Capture and report c# stackoverflowexception's (we can't recover from them right now, but at least we can know that they're happening)
Fixed "empty" pseudo-class being inverted
Add fish.cat_harvest unit test
Fix infinite loop in AccessControl
Actually push the fix this time
Revert "Make sure we don't exceed our direct occlusion samples for SA"
This reverts commit ed105c3c5943e92b121fa3dcdca19f4b4fce539f.
This time with muffle fix
Use custom allocators again
Make sure we don't exceed our direct occlusion samples for SA
Don't link rubikon in modeldoc_utils, I don't think it's needed but we shall see
Remove PhysicsRagdollDef_t
Remove ivconsole_intertool_messages
Remove PhysProfilerTool from vconsole_subtools
Remove IPhysicsFrictionSnapshot
Remove IPhysicsFluidController
Remove junk in physics_shared
Remove vphys2_motioncontroller, we don't use this shit
Initialize m_hSteamListenSocketFakeIp to invalid so we don't get annoying assert when joining servers
Possible fix for access violation in BoneFlagsToBitVec
steamaudio_enabled -> steamaudio_enable, drop FC_ARCHIVE since I suspect loads of people had it saved to 1 :(
Temporarily disable Steam Audio by default to resolve crashes as the heap corruption has persisted even without IPL_SCENETYPE_EMBREE
Property calculate size of pathing coefficients
Rework scene management & disable embree by default for steam audio
*should* fix the steam audio crashes ***hopefully***
Tie simulation devices to be per context rather than per scene
Tag steamaudio_enabled so we can see it in Sentry, so we can be 100% sure
Add steamaudio_enabled cvar
Doh, fix steam audio baking to work again
Skip over mounting addon path if it doesn't exist
Revert "Lets try this"
This reverts commit 7531b00e15e30c5603af2cac268a4f3372870507.
Revert "Don't post sentry releases manually"
This reverts commit 7f6d1720c79c553baa942fcb00306070bfd222c5.
Revert "Use Sentry's own release action for more detail"
This reverts commit b109e9dfb0a3ae41ad72cee0801bebc4aa6eca43.
Remove GetContext etc from isteamaudio
Use Sentry's own release action for more detail
Don't post sentry releases manually
SA log printing
SA: Destroy the scene if we couldn't load map geometry
Use pointers, manual scene delete function, breadcrumbs
Fix unitialized memory and not binding shape buffer if running out of space in high quality reflections
Remove IsRunningRemoteSession nonsense
Null check in ComputeHierarchyBoneFlags
Possible fix for access violation in CServerSideClientBase::Disconnect
Null check in MarkBoneNeedsInterpolation
forgot to force add the .dll / .lib for aftermath
Catch nvidia gpu crashes with nsight aftermath and `-nvgpucrashdebugging` cli flag, struggling to get any significant context out of this on D3D11 so may just revert this at some point
Allow voice chat to be played 3d or 2d (default to 3d until we have something in the API to set it)