254,392 Commits over 3,990 Days - 2.66cph!

9 Days Ago
Fixed shield not visually appearing correctly if the player cancels a fractional reload while holding a shield (only affected mini crossbow)
Leaderboard backup, run #17493
9 Days Ago
Move more stuff to DoPrepare. Some inital runtime stuff.
Leaderboard backup, run #17492
9 Days Ago
bunkbed added fbx, prefab and setup deployable object
Leaderboard backup, run #17491
9 Days Ago
Added TestListExporter, exporting all tests to a json file Refactored test runner to read from the master json list Added new commands: run tests from a json file, run all tests from a category
9 Days Ago
Better test result logging in the console Fixed sync tests not throwing caught exceptions
9 Days Ago
Door controller, blocker, branch, AND switch, OR switch tests cleanup
9 Days Ago
Initial prefab setup
9 Days Ago
Offset item positions
9 Days Ago
[Pick] Linux: Remove any references to P4 on base makefiles, makes it stop bitching, add gitignore for linux files
9 Days Ago
[Pick] Linux: Fix case sensitivity on files, fix windows-only stuff Linux/Mac: Fix sed on both platforms, fix some rebase errors, Mac uses GameNetworkingSockets name without _s even though static, fix signature updates of hlsl_shader_compiler for stub, use c++20 everywhere
9 Days Ago
More debug drawing
9 Days Ago
Mac: Add Makefile for VPC so we can actually build it without actually having vpc Rename some IOSALL flags to just PLATFORM_APPLE, we always imply arm64 SDL_config doesnt always imply windows Update gitignore Mac: Managed Build Scripts No need for nvpatch for non-windows targets Mac: Use Unix trailing paths for codegen, this should be fine on Windows too Backport new tier0 threadtools stuff for process thread creation, fixes things that were missing from our initial code drop Mac: update VPC, still needs cleanup, builds all but need to sort linking and .mm files Mac: Encapsulate Windows-specific code and error handling Mac: Finish setting up makeile for VPC on Mac ARM64 Mac: Remove some definitions for OSX64 for OSXARM64 Mac: Add prebuilt macOS vpc Mac: Fix OSXARM64 conditionals, update VPC binary Mac: Add gitignore rules for Xcode crap files and add build native step for POSIX Don't try to to build path from empty dependency string for a VPC Makefile dependency Mac: Cleanup source_posix_base, update SDK versions and build settings for macOS, just use latest SDK version, target Sonoma, don't use 10 year old tools for cc Mac/Linux: chmod +x on vpc_script bash scripts Mac: ISO C++20 Fixes Update .gitignore and build scripts, fix permission on antlr, some small code fixes Mac: fix copy_postbuild.sh Mac: add xcode_codesin.sh and xcode_gen_dsym.sh Mac: update osxarm64 vpc binary Mac/Linux: Add support for OSXARM64 platform for schemacompiler, fix CBaseFileSystem::GetModPath override, zip_utils on posix and vpc doesn't need to link from all these on other platforms Mac: libsteam_api platform_compile_base makes weird assumptions for using CLANG or GCC on windows Izabu/Mac/ARM: Izabu implies SSE SIMD, shim it with sse2neon, fix constructor on IzPulleyJoint Mac/Linux: Remove bunch of win32 & x86 implications, casting for Clang, -Wno-register, multiplat build retail native Mac: Use GameNetworkingSockets outside of windows builds, build EtcLib for arm64 Mac: libpnga Mac: GameNetworkingSockets and SteamAPI libs on game folder Convert .dlls to platform-specific (linux/mac) equivalents on GlobalParser for nativedlls in interopgen Mac: SDL2 dylib Only run nvpatch on windows for all C# projects that use it Linux: make prebuilt binary of vpc executable Linux: Skip nvpatch.exe for all projects when not on Windows Linux: Add Linux platform to build scripts Linux: Add original from /engine branch Linux: Remove GCC 5 version requirement and set -std=c++20 [Pick] Use multiplatform SDL config instead of one hardcoded for windows, might make more sense to eventually just use mainline SDL2 entirely Mac/Linux: Unmangle SDL in other platforms too, we're trying other platforms and you're still alive Linux: Add various hacks/fixes to bring `schemacompiler` up to the link step. THIS MAY BREAK SOMETHING. Linux: Add an auto-generated SDL_config_linux.h which is specific to my system, but we need to start somewhere. Later, this will be made specific to Steam Runtime. Mac/Linux: Some more platform guards, tier0_utils_base.h not being declared, Invoke ErrorReport crash without dummy variable, fixes unused variable warning Mac: Link to SDL implicitly on source_exe_posix_base.vpc, add this to the folder if you're working on a new platform Linux: Remove `gendbg.sh` and `sourceindex_p4posix.py` from build process because we don't have them Mac: libSDL2-2.0.0.dylib > libSDL2.dylib Mac: Target OSX 15.0 Mac/Linux: Link SDL against tier0 too, windows does it implicitly on code Mac/Linux: MacOS can compile from sys/sysctrl.h just fine, remove vector.h from outside header guard in ssemath_impl Linux: Fix Makefile to build VPC on Linux (expects libSDL2 to be present system-wide) Linux: Define EXPLICIT macro for all compilers Linux: Make sure the `schemacompiler` is executable (because it wasn't) Mac: Update VPC binary for OSX NEON: MaxComponent doesn't exist, use Vector::LargestComponent() [DON'T MERGE] Stub out WindowsGlue, this should be on managed or we could use something like tinyfiledialogs Use ISO C++ instead of MSFT extensions for try catch on managed calls, double check if this is correct Cupertino/Penguin: Zip works with ISO-C++, use standard keywords in other stuff that was using MSFT standard Cupertino/Penguin: Cast some stuff properly, explicit casting, threadtools missing ThreadGetCurrentProcessId() Cupertino/Penguin: Wrap inputsystem stuff into windows conditionals, implement equivalent hopefully in SDL Clang doesn't like conditionals for this, make if else explicit wtf Cupertino/Penguin: Steam Audio 4.5.2 on all 3 platforms Cupertino/Penguin: Define Steam Audio directly, move SDL2 from Tier0 & Posix DLL Base to Posix Base [REVIEW, DONT MERGE?] Mac/Linux: Platform guards for fpxr and lipsync, this is the worst way to do this, should see a way for interopgen to have platform conditionals Remove some dead code that cause issues on clang, particles were all using wrong function signature, are these dead code too? Refactor stuff to work on linux/mac, mostly platform typos Shader compilation only on windows right now, dxc should support other platforms, add Mac version of dxcompiler lib anyway platform_compile_base had this seemingly unused GUID identifier that was causing conflicts in both lzma and dxc winadapter Get WinAdapter working for Dxc Mach Dxcompiler binary not really compatible, might be tricky to use microsoft's dxc without dxil, a task for another day Add hlsl_shader_compiler_stub Vulkan: Exclusive fullscreen is only a thing on windows Add dxc & dxcompiler from Vulkan build, organize this all in win64/osxarm64 Add MoltenVK directly Mac: Vulkan adjustments for metal platform, OpenGL is nevermore on OSX rendersystemvulkan builds on all platforms lzma has inconsistent binary output dir Linux: Various little #ifdef fixes regarding Linux specifics, C++20 and a strange macro definition of "None" Linux: Use GNU++20 instead of C++20 because the code is making use of some GNU extensions in macros Linux: Add precompiled binaries libsteam_api.so, libGameNetworkingSockets.so, libpng.a and libdxcompiler.so because we don't compile them ourselves. Mac: Add libs and missing dependencies for GameNetworkingSockets, update GameNetworkingSockets Mac: Libvideo, libSkiasharp, libmpg123 binaries Mac: libHarfBuzz and libdxcompiler, configdefaults.osx.vcfg ( do we need this? :S ) Game boots again [DONT MERGE] Mac: Hardcode some paths and fix trailing slashes, note that outside windows steam_api64 dll is just called steam_api Linux: Don't undefine lerp on expressioncalculator, we should see where it's using namespace std to get std::lerp wrongly, make it ifdef linux if all else fails Readd inline source compilation to renderdevicevulkan, do conversion to wchar directly Linux: Solve the lerp/std::lerp ambiguity with an #ifdef LINUX (math.h has using std::lerp on Linux, unfortunately) Linux: Specify --allow-multiple-definitions to allow stubbing out the API OVRLipSync.h Linux: Add gendbg.sh from engine/ branch and use it Linux: Fix typedef for Clang (__sFILE FILE vs. _IO_FILE FILE) Linux: Resolve ambiguity between std::byte and typedef byte for Clang in one specific case Linux: Disable .cfi_sections directives entirely for x64 SystemV ABI to avoid confusing assemblers and restore the original code for all other platforms Linux: Use the compiler flags for Clang on OSX/Android for all POSIX platforms. Linux: Replace CUtlVector with std::vector because it was causing a crash on destruction. Linux: Replace CSceneParticleObject* with void* using sed in 4.sh Linux: Replace the old VPC binary with a newer one because the old one doesn't work anyways Linux: Silence all compiler warnings until we fell ready to fix them because it's so many that they slow down the build Linux: Add missing libSDL2.so which is required to build Mac: Fix sed and FILE struct for mac, should work on linux too, I'll double check, getting this to boot on mac/linux again and slowly trickling this branch to master Mac/Linux: Use static version of gamenetworkingsockets, cuts a lot of the mess of dependency hunting Mac: OSX doesn't allow setting DYLD PATH from the application itself, make it parse these relative to the current directory, load correct steam DLL regardless of platform Mac/Linux Add Developer-BuildAll.sh for Posix to make it easier to debug, but without tools
9 Days Ago
Some hackweek as fuck wip code/tests
9 Days Ago
Fixed RidableHorse2.VehicleFixedUpdate server NRE
9 Days Ago
Bunch of WorldModel DoPrepare precalculations including largest dimension and collision based bounds. Functions for aligning an object based on largest and 2nd largest dimensions. Can now determine all items in the most "sensible" orientation: largest dimension sideways then 2nd largest upwards. Bunch of supporting code. Test functions to spawn all items with world models in a scene. Debug rendering of bounds and directions.
9 Days Ago
Forum scaffolding Can see own org's draft news posts
10 Days Ago
Restore accidentally deleted CreateTexture2D macros.. for now restore ui shader which was blitting text Delete some more shit resourcemanifests Fix bloom blur using wrong sampler causing bleeding over edges
10 Days Ago
Add cron mute videos better, maybe Fill out the dash a bit Fix skia obsolete warnings Fix warnings Add log out button to profile page Show a button on package details if they're part of the play fund
10 Days Ago
Leaderboard backup, run #17477
10 Days Ago
Modular Pipe set asset setup and update
10 Days Ago
merge from entity_scale -> hackweek_modding_improvements
10 Days Ago
Add support for the server to tell the client what scale to set an entity - pooling already reset scale when entities return to the pool
10 Days Ago
Faster and cleaner AND switch tests
Rin
10 Days Ago
Floor netting item setup gameplay proof of concept
10 Days Ago
Support closed edge extrude by using edge bevel https://files.facepunch.com/layla/1b0811b1/sbox-dev_7P5yqZDDwU.mp4
10 Days Ago
Reveal create news post
10 Days Ago
Fix scene hierarchy right click (context menu) delay
10 Days Ago
Always refresh PrefabCacheScenes PostLoad even if the prefab didn't change. Ensures types of older assemblies are refreshed. Should fix issue where TypeLibrary.GetType() would return null when reconnecting to a server. The root of the issue was that typelibrary got refreshed on reconnect while the prefabcachescenes were not.
10 Days Ago
Calculate hand's velocity outside of VR
10 Days Ago
Align to grid new faces from bevel operation
10 Days Ago
Door controller server tests
10 Days Ago
Fixed some old failing tests New test utils, code cleanup
10 Days Ago
Add bevel operation, limited to single segment until UI is made for bevel editing properties https://files.facepunch.com/layla/1b0811b1/sbox-dev_BPEXB8kFgB.mp4
10 Days Ago
merge from main
10 Days Ago
Show send message option if one of your Discord friends who you don't have on Steam sends a game message too
10 Days Ago
Hand grabbing / releasing WIP
10 Days Ago
Add a send message option in the chat message context menu
10 Days Ago
Implement roll controls, add some debug output while using the simulator
10 Days Ago
Started coding a VR simulator, because VR development sucks when you enter the headset
10 Days Ago
merge from main
10 Days Ago
Missing files
10 Days Ago
- Created Nucelus Grading system (grade initial hive based nuclei to 0 xp, grade 3) - Increase a Nucleus's XP when honeycomb is created - Swapped Nucleus to use ItemMod - Created Nucleus Information Panel - Display Raw Nucleus XP if it has any - Comments added to Tree Entity changes - Lootpanel added to GameUI
10 Days Ago
▌▅▌▍▇▌▌▄▆▉▆▌▌ ▅▅▆▍▌▆ ▇▋▋ ▍▆▍▌█▌█▅▇ ▇▇▍▊ ▇▉▍▇▌█▌ ▊▌▇▌▍.▇▊▌ ▄▅ ▊█▋▄▆▊▄ ▉█▍▉ ▅▆▌▉▍█▌ ▋▄▉▇ ▍▍ ▄▅▍ ▄▌▄▆▊▄▆▊▌▅ ▉▅▌ ▍▋██▆▉▊ █▇▄▌▋ ▄▄▊▆▉ ▌▄▅▊▍▊▇▋▍▄▍ ▆▊ ▋▌▋▌▅▋▍█▊▉█▉▋▌▆█▉▄▉█▇▇▉
10 Days Ago
Tone that down a bit
10 Days Ago
Add container on Create Organization page Jazz up dashboard header
11 Days Ago
Merge from main.