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

1 Year Ago
Hopefully squish UI bugs
1 Year Ago
Applied locker spec color fix to previously missed skin 2656590153
1 Year Ago
Applied locker spec color fix to previously missed skin 2656590153
1 Year Ago
Applied locker spec color fix to previously missed skin 2929539528
1 Year Ago
Allow expanded parameters on input nodes
1 Year Ago
1 Year Ago
Player Pusher - this doesn't feel like the best way to do this
1 Year Ago
Add IRenderContext::GetSubContext() to get or create a sub context for a new thread, use it in managedsceneobject Render contexts can never be passed between threads; they can only be used on the thread that created them. The thread index will be set in the constructor and can't change after that. This causes a problem in our current implementation of SceneCustomObject that reuses the threaded render context on the main thread and expects we can add things,modify and render it from there, for D3D11 it is not a problem since the implementation or driver seems to have a mutex for command lists, but on Vulkan that gives validation errors and causes crashes. Valve has the concept of Secondary RenderContexts but doesn't fit what we need This implements the concept of SubThreads to RenderContext, a very simple way to pass the render context around and consume it in a timely manner, it creates a new render context with the same characteristics as the parent one in a new thread and submits it when the parent context is released Remove pragma optimize off Only override states if target layer wants it so, otherwise subcontext just uses the default rasterizer and depth stencil state, fixes worldpanels with depth test, pass attributes from rendercontext rather than layer
1 Year Ago
Fix exception in heartbeat worker when exiting with Ctrl+C
1 Year Ago
Detect server crashes and make sure it restarts
1 Year Ago
Proper timer to make sure logs are submitted after some time instead of waiting for a full batch
1 Year Ago
More networking and clean up
1 Year Ago
Fix issues with loading compiled resource json in editor space
1 Year Ago
Only override states if target layer wants it so, otherwise subcontext just uses the default rasterizer and depth stencil state, fixes worldpanels with depth test, pass attributes from rendercontext rather than layer
1 Year Ago
ActionGraph: Double-click on an input to start editing it https://files.facepunch.com/ziks/1b1811b1/sbox-dev_Gea8n5mihG.mp4
1 Year Ago
Comment out debug gizmo code. Additional checks.
1 Year Ago
level update
1 Year Ago
detail texture tweaks replaced cobblestone road textures with something higher quality and better feature scale material tweaks
1 Year Ago
Merge from cleanup
1 Year Ago
VM code cleanup
1 Year Ago
Deleted metal detector UI code and prefabs now it is not used.
1 Year Ago
Added an additional client-side check before requesting flags. Couple of extra null checks to be safe.
1 Year Ago
Remove pragma optimize off
1 Year Ago
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1 Year Ago
Add IRenderContext::GetSubContext() to get or create a sub context for a new thread, use it in managedsceneobject Render contexts can never be passed between threads; they can only be used on the thread that created them. The thread index will be set in the constructor and can't change after that. This causes a problem in our current implementation of SceneCustomObject that reuses the threaded render context on the main thread and expects we can add things,modify and render it from there, for D3D11 it is not a problem since the implementation or driver seems to have a mutex for command lists, but on Vulkan that gives validation errors and causes crashes. Valve has the concept of Secondary RenderContexts but doesn't fit what we need This implements the concept of SubThreads to RenderContext, a very simple way to pass the render context around and consume it in a timely manner, it creates a new render context with the same characteristics as the parent one in a new thread and submits it when the parent context is released
1 Year Ago
EditorSplashScreen remove StaysOnTopHint - intrusive to all other OS windows and hides exception dialogs Bail starting tools if our base projects fail to compile because nothing will work and it's impossible to recover
1 Year Ago
▍█▊▉ ▆▊█▉▆▅ ▉▅█▄▌▄▄ ▊▅▌▊▄▌ ▉▇▋▌▄▇▄▍▉▇ ▉▌▊▊▉▌▊▄.▅▌▊ ▍▊▄▍▊▉ █▌▉ ▉▋▌▊▄▅ ▉▌ █▆▆▆
1 Year Ago
Re-order some checks to avoid a raycast in some situations
1 Year Ago
Added a link directly to the flag collider so I can remove a GetComponent
1 Year Ago
String table, empty entry unit test
1 Year Ago
Removed some now unused code. Removed a couple of double gets.
1 Year Ago
Split NetworkTest into Gun
1 Year Ago
Start work on networking
1 Year Ago
Handle empty entry in StringTable Don't try to multiple Term GameObjects Differentiate between Network Root objects and network objects in tree Fix network object serialization Better errors when component deserialize errors Don't network spawn disabled objects
1 Year Ago
merge from 91744 Skin bundle update
1 Year Ago
Merge from main -> backpacks
1 Year Ago
Fix backpack inventory panel visible by default (should be hidden)
1 Year Ago
Actually use the sky_camera offset/angle/scale in native
1 Year Ago
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1 Year Ago
shifted decal layers around for some materials to avoid projecting out of context random color detail map and mask for rope bridges (for a splash of color)
1 Year Ago
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1 Year Ago
▅▄▅ ▇▉▉▋▄▇ ▊██▅▆ ▇▋▋▇▋
1 Year Ago
Compile fix
1 Year Ago
▅█▋▍▉ "▌▌▄ ▅▌▄▍ ▋▆▍█▍▅▊▆█ ▍▍▊ ▋▌▆█▊▇" ▊▄▉▅▌▌▉▍ !▍▄▄ █▅ ▊▍▊ ▆▊▍▇█ ▆▅▄▇▅█▅ ▆▋▊▇█▋ ▆▍ ▇▊▇-▄▌
1 Year Ago
Delete unused 2d skybox tracking CSceneWorld::m_skyboxes Restore deleted 3d skybox view layers Delete SceneCamera.Skybox - this was a stupid way to do it Add internal SceneSkybox3D, create this from skybox_reference in SceneMapLoader using its own MapLoader SkyboxMapLoader loads 2d skybox
1 Year Ago
▄▌▇ ▉▊▄▍▄▍▅▉ ▇▇▅▉▆▄▍▊█▅█ ▊▍▉ ▉█▆▄▋ ▍▉ ▋▄▅▌▍▊▊▍█ ▍▍█▍▌▉▊▋ ▄▆▇ ▋▊▍▊▆█▄▅▉/▋▍▅▆▄▊▆▍▋▆ █▆▋▍▆█▅ ▍▊▍ ▌█▄▉▊▌ ▄▅▉ ▉▉▊█▇▋▍▌ ▆▍▆▆ ▊▄▋▋▄▍ ▊▋▅▄█▇▅▋
1 Year Ago
▉▉▊▇▆▆▉.▉▋▋▌▉▋▊ ▌▉▊▆▊▄ ▄▅█ ▉█▍▊▊▌▍ ▉▆▇▄▌ ▋▅▍█ ▇▋▊█ ▇█ ▍▆▊▊▍▅▌ ▍█▋▇ ▅▄▌▇▉▌▋ ▌▆▉▆▊▌▄█ ▋▌ ▆▇▇▋▅ ▅█▊▄ ▍▌▌▋▆▌▆ █▊▄▄▄▋▌▌▉ ▅▌▋▉▌▊ █▇▄▋▅█ ▉▍▌█▊▉ ▍▌▄▉ ▆▇▇▇▇█▊, ▋▉▉█▆▍▆ ▊▄▆ ▆██▊▉▋▌▍▊ ▅▊█▅ ▌▄▉▊▊▇ ! ▆█▆▄▋▆▆▉ ▍▇▄▊▋▉▇▊ █▉▌▊ ▊██▋▆▄ ▇▇▊█▊ ▇▊▆▌▋▄▇ !▋█▇ ▅▍▉ ▊▉▌▌▌▅ ▉▍ ▌▍▋▋ ▄█▋▊▍▍ ▍█▋▊▍█ ▋▊▊▄▌█▆█▉ ▌▅▋▆██ █▌▊▉▊▉▄▊▉ ▊▄██▆▉▌▍▉▇ ▄▅ ▉▉▅▇▋▆▆.▆▇▍▇███ ▉▄▅▇▍ !▋▍▅█▋▍▌▅▍.__▄▅ ▆▍█▆▍▇▉▅▍▆▋ █▅▊ ▊▍▄▌▍▌ ▌▅▇▇ ▆█▅▇█▌▄▆ ▆▆▋█▄ ▅█▆█▍█▊ ▍▉▍▋▅▍▌▇ ▄▅▆▄▉ ▄▄ ▉▆▆▋▄▅█▆▍ ▌▆▍▌▇ ▊▇▍▋▊▇▊█ !▇▆█▄▋▆ ▄▍▋▌▄▄▍▄▆ ▆▇▉▉▇▄▍▌ ▄▍▍ █▌▇▇▍▋ █▄▌▍▇▄█ ▆▅▍▅ █▍▌ █▉ ▄▊▇▅▌▇▇ ▇▇▇ ▅▋ ▋▅▉█▍▆ ▊▌▅▆ !▍▇▄▆▅▄▌█ ▅▅▉▌▋▊▍ ▋▌▄▊█▊ ▍▍▊█▄█▊▉/▊▅▉█▌▋▄▄▉▅▇ ▉▍▅▍▅▍ █▌▉▅█▉▅ ▋▊▍█▇▌▅▊▅ ▍▉▍▍ █▍▍▌▋ ▇▍▇▌ ▊▌▍▉█▊ ▉▅█▅▉▇▋ ▅▌▊▊▋ ▄▊ █▄▉▄▅▉.█▍▊▇▅▊▌▌▍▅█▌▇▉▄▍▉▇▇▊▊▋ !▅▆▄ ▉▌▊█▊▆▍ !▇▌▅▊▉ ▄▄▌▉▍▅▊ ▅▌ ▇▉ ▉▉▉▅ ▊▉▌▋_▋█▇▉▌▅▇▇▍▉ !▉█▇ █▇█▇█▄▋ ▉█▄▆▆ ▇▅▍▄ ▄▆▋▄█▌▅ ▋▉▄█▉▌▋▉▆ ▍▅▅ ▅▄▌▅▉▄ ▅▇ ▇▄▇ █▄ █ ▆▌▇▌█▍▊▆ ▋▌█▊ !▆▋▋█▍ ▇▅ ▍▋▄▆▅▅▍ ▆▉▋▊ ▅▊▇▄▉▌▆██▅█▌.__▇▄ !▋▍▌ █▊▌▅▄▆▄▋ ▆▊▅▊ ▉▊▅█▄▊▋▆ ▅▅▌_▆▉▌▄█▌ !▊▆█▆▄ "▌▍▍" █▅ ▇▇▇▆▆▅▋ ▍▉▇▇▆▇▍ ▋▊▆▋ ▊▊▅▆▉▌▊█▋█ █▌▆▉ ▊▉█▌▌▍▊ ▅▋▍▉▄ ▉▇▌███▉ ▅▆▌▍▅▋▉ ▊▋ ▇▆▉▊▅▋▊▋▉▌▌▇, ▅▉▌▆ ▋█ ▆▆▉▇▄▍▇▄ !▇▋▊ ▇▄▆▆▌▋▉▇ ▌▍▋▋ ▄▍▉▊▅▍ ▊▄ ▊▇▇▆_▇▅▄▆▉▇▅█▍▅▆▌▉▄▇ !▋▆▌ ▌▉▉█▉██ ▇▅▅▊ ▊▍▍▋▄.▌▊▋▆▌▉▌▆▌▍▊▋▅▄▊▌▋▋█▋▊▍ !▊▊▌▆▅ ▍▋▇▆ ▆▄█▅▊ ▄▄▄▇▋▆▊▊▋ ▊▅▄ █▋▌▆ ▉▍▇▍▍▅█▉▇▌▉ █▊█▋▊▍ ! ▍▌▋ ▋▅▄▇▆▄▌▆ ▄▅ ▉▍█▄ ▋▄▅▆▊ ▌▊█▍ ▍▋▅ ▍▆▌█ ▅█▍▄█ !█▍▍ ▋▍▆▅█▆▆ ▉▄▊▋▊ ▉▊ ▆▍▅▆▅ !▄▊▄▅▊ ▇▊▍▄▄█▉▆ ▅▅ █▋ ▊█▍▊ ▊▆▅▆▉▆▍█ ▅▍▍▆▆▌▇ !▋▋▊▌▌ ▆▅█▊▅█▉ ▇▆▉▇ ▋▇███.▌▍▄▅▊▉ ▍▅█▇▄ ▆▌▋▄ ▍▉ ▄██▋▉▄ ▅▊▉▆▊▊ ▅▍▌█ ▌▌▋ ▉▋▆▋'▆'▇▅▌█ ▆▉██▇▆▆ ▄▍▊▇▌ ▍█▅▇▆▉ ▇█▆ ▌▍▍▆█▌▌▊ ▆██▅▋ ▇▍▋▆▆ ▍▊▋█ !▆█▌▊ ▆▅█▄▋▋ █▆█ ▊▉▆▍▇ █▇▋▆▍ ▋▆▄▅▊▄▆ ▇▋█▇▋█▇▋▉▋ ▆▆▊▊▋ █▍▇▅ ▄▇ ▉▆▇▋▍▉ !▅█▅▍▋▍▉ █▊▋▅▌▄▌ ▅▌▊▅ █▉▆▍▋▅▋ █▄ ▍▌▉▄▉▋▍▅▇▇ ▋█▆▅▆▄ !▋▋█▄▅▅▊▉ ▆▆█▆▆▊▄▆ ▇▍▊▊ ▅▋▉▅.▅▊▌▉▍▊▆▇▄▍ !▄█▆▇▌ ▋▅▍▌▆▇▊ ▍▊▇▉▅▇▉ ▊▌▍▅ ▇▍█▇▅▉▉▄▄ ▆▆▊▉▍▍▄▌█ ▆▍▇▌█ ▋ ▆▆█▉▌ ▋█▄▄ ▆▍█_█▇▍▇▆▅▆█▊▍ !▋▉▅▇▊ ▅▊▄▌▉█▋ ▅▍▅▄ ▅▆▋▅▊:▇▄▉▊█▉ !▌▊▅ ▉▄▄▆▉▍▇▉▅ ▇█▍█▇▍ ▊▆▄▆ ▅▄▍▊█:▆▇█▊▋▆▉▋█▊▄█▋▌█▆▊▊ ! ▅█▋ ▋▍▋▊▍▅█▊ ▉▅▉▇ ▉▄▅█▋▌▌▋▋█▋ ▇█▌█▊▄█▇▌ ▆▋▉█▋▍▋▄▅▅▍ !██▅▆ ▌▆▋▍ (▋▆▊▄▆▅▇▅▄▊▌) ▊▄▋▋▄▋█▊ ▊▋▄▌▊▊ ▉▇▍▇▊▊▇▆▉ ▊▉▉▋▇▇█▌ ▊▇▆█▌▊▊▅█▇▊▅.▅ !▊█▄▇▊▌█▌ █▄█▇█▅▆█ ▍▅▇▆▍█▉ ▇▅▊▊▆ ▆▅ ▇▋▄▇▍▄█▇ ▊▉▍▄ ▆▇ ▋▅█▉█▊▉▅▆▍▆▆▍▋▆▍▅▆▊▆▊▋▇▅▆ ▅▍▉▉ ▌▆▌ ▅▅▉ ▄▆▅▋▉▊▅█ ▅▅▊▅▋▅ ▊▇▊ █▍▊▄▌▆▇▆▊▍->▊█▊▇▅▋ ▅▆▋ ▄█▄▊▉▇ ▅▍▉▍ ▆█▌█ ▉█ ▆▉▉ ▆▍ ▌█▍▋▉▄ █▌▉█▊ ▍▌▇▆▇▆▅▊▊ "▇▋▇█ █▋▍▄▌▍▆" / "▊▍▋▆▍▄" ▍▍▆▋▅▄▉ ▊▉▍ ▅▇▄▍▇▌ ▊▊▄▅█ ▆▋▅▇▍▊▅▍▍▅ ▄▆▇▇ ▅▇▌▅▋▋▌▍▋/▋▋▋▍/▌▋▇▅ !▅▋ ▊▊▆ ▅▇▆ █▇ ▊▉▌▅ ▄▋▉▆█▋█ ▇█▊▆▍▇▊ ▅▊▇▆▉▄▌▉ ▊▋▍ ▆▉▍▆▇▆█▍
1 Year Ago
Network spawn cleanup
1 Year Ago
█▍▆▌▇ █▊▉▉▄▇▄▇▊ "█▇▌▄ ▉▆▋▊▅▌▆" / "▊▍▇▆▇▌" ▋▉▄▅▊█▉ ▄▆▅ ▄▆▅▇▆▉ ▉▉▊▌▍ ▉▄▇▋▌▇▊▋▉▆ ▆▅▆▉ █▇█▋▌▆▍▇▅/▊█▄▉/▍▄▇▌ !▉█ ▌▆█ ▊▇▌ ▄▍ ▇▊▍▋ ▄▍▋▋▆▅▋ ▋▊▄▅▍▋▇ ▌▌▊▊▆▇▊▋ ▇▇▄ ▊▅▍▋▇▉▊▅
1 Year Ago
tea_towel_b files