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1,356 Commits over 1,004 Days - 0.06cph!

1 Year Ago
Maps can use entities from addons tagged "map entity", these addons are mounted for the map independent of game and are accessible from Hammer entity tool
1 Year Ago
Compile addons in tools GameData.LoadEntitiesFromPackage works with addons Save / load map entities' addon packages to meta data Download and use addons specified by the map at runtime for local maps Entity tool can use packaged addons tagged map + entity Mount addons from map package meta MapAddons When publishing a map, set meta MapAddons from the map's metadata ( messy, improvements to be made since it's a single asset workflow really ) Use vmap asset not vpk asset Don't save #local in ident to vmap meta
1 Year Ago
Compile addons in tools GameData.LoadEntitiesFromPackage works with addons Save / load map entities' addon packages to meta data Download and use addons specified by the map at runtime for local maps Entity tool can use packaged addons tagged map + entity Mount addons from map package meta MapAddons When publishing a map, set meta MapAddons from the map's metadata ( messy, improvements to be made since it's a single asset workflow really )
1 Year Ago
CShapeManager: all of this should be const auto& Can we stop pushing `#pragma optimize("",off)` to master
1 Year Ago
aoproxies: fix crash when a non-anim sceneobject has bones and aoproxies, the game used to override sceneobjects to be anim so this code made assumptions aoproxies: optimize loop over aoProxies by ref instead of copying
1 Year Ago
Give Hammer asset browser object name and icon again
1 Year Ago
Compile addons in tools GameData.LoadEntitiesFromPackage works with addons Save / load map entities' addon packages to meta data Download and use addons specified by the map at runtime for local maps Entity tool can use packaged addons tagged map + entity
1 Year Ago
Make Window.StatusBar able to handle late initialization of statusBar() - fixes Hammer asset browser assets disappearing due to native ptr in StatusBar being null
1 Year Ago
Remove DisplayInfo.For cache, it sucked hard under parallelization - after thinking about the best way to do it, it doesn't need to be done really.. Can use TypeLibrary.GetDescription<T>() instead where it's already cached Fix Hammer Asset Browser not creating Update Facepunch.SymStore to .NET 7
1 Year Ago
More diagnostics for TestAccessControl and OnAddonsCompile with scopes of each stage
1 Year Ago
Hammer: Selection API only supports object mode currently, fixes crashes using it when the active selection mode is non-object
1 Year Ago
Fix compiler refs to System.Security.Cryptography, in .NET 7 they've merged the 5 dlls into 1
1 Year Ago
Fix handle leak in RenderTools.ResolveDepth/FrameBuffer causing huge vram leaks when using glow
1 Year Ago
Actually hook up a count for TextureArrayBuilder to work..
1 Year Ago
Don't obsolete Texture.CreateArray, 2d texture arrays and 3d textures aren't the same thing
1 Year Ago
Fix SceneSunLight using invalid native pointer
1 Year Ago
Fix not being able to load maps by path, usually from launching map with Hammer or building cubemaps
1 Year Ago
Don't cock up MainAssetBrowser with double spacing
1 Year Ago
Hammer: Make default Asset Browser the C# one, label legacy as legacy and tuck it away in View -> Toolbars
1 Year Ago
Add Hammer specific locations to asset browser for Selected, In Map, Prefabs https://files.facepunch.com/matt/1b2911b1/sbox_CTSLP9Ccz5.png
1 Year Ago
Hammer API: Add event Selection.OnChanged which fires when your selection set changes Fix crash with Hammer.MapAsset when there's no map asset Hammer Asset Browser: Add @selected and @inmap tag filters https://files.facepunch.com/matt/1b2911b1/sbox_zPl9iqmF1Z.png @selected shows map mesh materials too
1 Year Ago
Clarify addon's PrimaryType field
1 Year Ago
Fix editors (hammer, modeldoc, etc.) autosaves for files outside of the game directory
1 Year Ago
Fix GameData accepting inherited [HammerEntity] as a map class, it's explicit on every entity Tools compile newly enabled games on localaddons.changed - tools need games compiled for GameData and GameResource assets
1 Year Ago
Rework how Tools.GameData handles new assemblies, only reloading entities from them and batch them to refresh, go from consuming 140ms -> 8ms on hotloads. Fix local packages and make older asset.party assemblies work. DisplayInfo cache
1 Year Ago
Optimize Prediction.WasPredicted, iterate RpcHistory backwards to delete previous ticks Don't Prediction.Watch when prediction isn't enabled, won't needlessly fill up RpcHistory when using the Sound system clientside only or any other ClientRpc systems
1 Year Ago
PackageSelector specify a query e.g type:game instead of Package.Type.Gamemode, fix Hammer Add Game showing all non-game packages too
1 Year Ago
Fix addons targeting local projects erroring - don't use #local in addon compiler references, there's code further down that will favour local package If an addon doesn't target a specific game add a reference to base - Sandbox.Internal.AssemblyModifier seems to take care of all the references
1 Year Ago
Remove Compiler.ReportCompileDiagnostics - this was only used in non-tools mode and was double printing something already handled in CompileGroup Merge codegen diagnostics into Compiler.Diagnostics so errors/warnings show in editor error list or console in non-tools If codegen reports any diagnostics of error severity, fail the build ( warnings won't fail the build ) Clean up some generator diagnostic descriptors, make them more clear, set severity to warning on warnings.. Non-static ConCmd.Client errors
1 Year Ago
Menu is allowed to access engine convars - unfucks all the settings menus
1 Year Ago
Don't render game ui in VR, it showing was a regression from render hooks. We can revisit this if we end up doing a separate desktop view for VR games
1 Year Ago
RenderHook works in VR as you'd expect without needing to do anything, passing the multiview instancing combo as expected ( doesn't fuck up through monitors either too ) Viewmodels can multiview instance, not really useful but less annoying in debug
1 Year Ago
vr: controllers linear velocity affected by VR.Scale too
1 Year Ago
Fix tags not going to the datatable on client only entities, stopping collisions and traces working properly
1 Year Ago
vr: controller poses scale properly with VR.Scale now, so your hands are where you expect them
1 Year Ago
more crash fix for when m_pInterpolatedBoneTransformWeights is nullptr, missed checking the src
1 Year Ago
vr: don't transform hand's angular velocity to anchored pose, it's not something you want or expect to be affected by it
1 Year Ago
Unfuck VR culling frustum which was causing scene objects to get rejected thinking they were only visible on 0.1% of the screen
1 Year Ago
vr: particle renderer don't initialize 4x vbos for instancing, only need 2x vr: fix cables renderer adjusting the transform id the wrong way, cables will render in right eye again
1 Year Ago
Update sentry-native 0.5.2, add Crashpad WER handler which bypasses SEH to handle __fastfail and stack buffer overrun crashes
1 Year Ago
release shaders for projected decals - should fully behave in VR now
1 Year Ago
projected decals: small compile fix for shader
1 Year Ago
Fix r_stereo_multiview_instancing affecting non stereo rendering
1 Year Ago
Get rid of anaglyph and parallel stereo rendering modes r_stereo_multiview_instancing: default 1, same as VR Add Debug menu options for stereo rendering to the editor ( easy way to see if your game renders properly in VR )
1 Year Ago
Release shader for projected decals
1 Year Ago
projected decal shader: adjust the instance id under multiview instancing so it actually appears in the right eye - decal space position still seems off though
1 Year Ago
vr: make debugoverlay work on right-eye again, don't constantly change render target to swapchain vr: debugoverlay behaves properly for multiview instancing now too
1 Year Ago
System.Net.WebSockets for tool addons
1 Year Ago
Load System.Security.Cryptography.Algorithms.dll, System.Security.Cryptography.Primitives.dll - and whitelist System.Security.Cryptography
1 Year Ago
hammer: fix entities not loading from remote packages, this was accidentally reliant on tools.refresh event & now it makes more sense