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1,526 Commits over 1,188 Days - 0.05cph!

2 Years Ago
Remove this ancient source behaviour we've been keeping around that amplifies the Input.AnalogLook pitch by 1.5
2 Years Ago
Make Input serverside asserts a bit more clear
2 Years Ago
Input.AnalogLook and Input.AnalogMove are accessible serverside like everthing else in Input Use CircularBuffer for InputHistory
2 Years Ago
Hammer remote packages use new .bin path, remove all the legacy support Parallelize MapClass parsing
2 Years Ago
Only default VR.Anchor to Local.Pawn.Transform unless it's been explicitly set from a game - that way games can set VR.Anchor whenever and whereever they want
2 Years Ago
Make PerformanceStats.Timings.History use a circular buffer, this was starting to take a small amount of time as we collected more and more perf stats
2 Years Ago
Camera.FieldOfView is actually horizontal and not vertical 😳
2 Years Ago
Add a couple of events to [ToolEvent.MapEditor] for discoverability
2 Years Ago
SceneCamera.IsOrtho is SceneCamera.Ortho
2 Years Ago
Clarify Camera.FieldOfView is vertical and Screen.CreateVerticalFieldOfView converts horizontal -> vertical
2 Years Ago
Only suppress texture deletion and not texture loading during managed render layers, fixes hangs
2 Years Ago
Backport latest texture manager changes from Valve, fixes for race conditions in async hookup jobs Suppress texture frame updates for render hooks, fixes bound textures with no references getting deleted before the frame fully ended Revert ScreenEffects workaround from not being able to Material.Load within RenderHook Fix leaky strong handle from RenderTools.RenderScene on unused returned ITexture
2 Years Ago
Backport latest texture manager changes from Valve, fixes for race conditions in async hookup jobs Suppress texture frame updates for render hooks, fixes bound textures with no references getting deleted before the frame fully ended Revert ScreenEffects workaround from not being able to Material.Load within RenderHook Fix leaky strong handle from RenderTools.RenderScene on unused returned ITexture
2 Years Ago
Fix leaky strong handle from RenderTools.RenderScene on unused returned ITexture
2 Years Ago
Backport latest texture manager changes from Valve, fixes for race conditions in async hookup jobs Suppress texture frame updates for render hooks, fixes bound textures with no references getting deleted before the frame fully ended Revert ScreenEffects workaround from not being able to Material.Load within RenderHook
2 Years Ago
header cleanup
2 Years Ago
CTextureManagerBase::AllocateResource race condition fix - set the ResourceHandle->Data mapping as soon as SetFinalResourceData is called > When loading / reloading textures, the handle can be null instead of the new texture when the async work starts, causing the load to make crazy things happen CUtlIdGenerator Actual headers for texture residency info
2 Years Ago
Backport latest texture manager changes from Valve, hopefully managed to not stomp our own additions & fixes disalbe these asserts for now CTextureManagerBase::AllocateResource race condition fix - set the ResourceHandle->Data mapping as soon as SetFinalResourceData is called > When loading / reloading textures, the handle can be null instead of the new texture when the async work starts, causing the load to make crazy things happen Try suppressing resource manager frame boundary work during an IProceduralLayerRenderer - this seems to fix resource loads within render hooks in game mode... but not tools mode
2 Years Ago
Backport latest texture manager changes from Valve, hopefully managed to not stomp our own additions & fixes
2 Years Ago
Cleanup and strip native postprocess pipeline and shader, fix dx11 validation error, remove unused combos, features & attribute - remove unused convars: r_post_fxaa, r_post_vignette, r_post_film_grain, r_post_mirror_horizontal, r_post_mirror_vertical
2 Years 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
2 Years 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
2 Years 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 )
2 Years Ago
CShapeManager: all of this should be const auto& Can we stop pushing `#pragma optimize("",off)` to master
2 Years 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
2 Years Ago
Give Hammer asset browser object name and icon again
2 Years 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
2 Years 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
2 Years 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
2 Years Ago
More diagnostics for TestAccessControl and OnAddonsCompile with scopes of each stage
2 Years Ago
Hammer: Selection API only supports object mode currently, fixes crashes using it when the active selection mode is non-object
2 Years Ago
Fix compiler refs to System.Security.Cryptography, in .NET 7 they've merged the 5 dlls into 1
2 Years Ago
Fix handle leak in RenderTools.ResolveDepth/FrameBuffer causing huge vram leaks when using glow
2 Years Ago
Actually hook up a count for TextureArrayBuilder to work..
2 Years Ago
Don't obsolete Texture.CreateArray, 2d texture arrays and 3d textures aren't the same thing
2 Years Ago
Fix SceneSunLight using invalid native pointer
2 Years Ago
Fix not being able to load maps by path, usually from launching map with Hammer or building cubemaps
2 Years Ago
Don't cock up MainAssetBrowser with double spacing
2 Years Ago
Hammer: Make default Asset Browser the C# one, label legacy as legacy and tuck it away in View -> Toolbars
2 Years Ago
Add Hammer specific locations to asset browser for Selected, In Map, Prefabs https://files.facepunch.com/matt/1b2911b1/sbox_CTSLP9Ccz5.png
2 Years 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
2 Years Ago
Clarify addon's PrimaryType field
2 Years Ago
Fix editors (hammer, modeldoc, etc.) autosaves for files outside of the game directory
2 Years 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
2 Years 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
2 Years 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
2 Years Ago
PackageSelector specify a query e.g type:game instead of Package.Type.Gamemode, fix Hammer Add Game showing all non-game packages too
2 Years 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
2 Years 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
2 Years Ago
Menu is allowed to access engine convars - unfucks all the settings menus