1,495 Commits over 1,157 Days - 0.05cph!
Fix UI shader using wrong constants for background image repeats
PrimitiveBuilder.Is2D now works as intended and makes a 2D bounding box on the block tool
Revert "Quad primitive creates from the bottom of the bbox"
This reverts commit 6e1704dfd5a9a62d3bcc4de46a18de1ece416047.
PathPlatformEntity moves with velocity matching PlatformEntity behaviour, so the player controller can match it's velocity.
https://files.facepunch.com/matt/1b1611b1/sbox_0001.mp4
net_fakelag remove FCVAR_ARCHIVE, and add FCVAR_CHEAT to it and sdr command
Set controller "Menu" action set if ingame but main menu is open
Asset.Load log the actual exception when deserializing errors
Fix typo in water bounds code using y instead of x
Completely remove HLTV/SourceTV, decouple spawngroupmessagemanager so the demo recorder can use it
Remove instant replays
Don't flatten hierarchy when looking for [Event] methods
Use the Center +- Radius of Water RenderBounds
Make sure water render bounds are larger then ripple radius * 2 and not just radius.
Implement `UPathComparer.OrdinalIgnoreCase` and use it for `RedirectFileSystem ManifestFileSystem.Redirect` - fixes not finding non lowercase files.
Add SceneObject.SetMaterialGroup( string group )
Load all Assets before entities are created clientside, matching serverside behaviour
Get rid of trains and elevators and shit
Delete more shit, maprules, multiplay/teamplay game rules, misc shit handled by C# already
Fix DX11 check wrongly checking for DX10
D3D11 device video support is only supported on DX11.1 (w/o WARP), add the proper feature level check
Add -dx11novideosupport flag for debug
Rebuild worked - revert retail builds back to incremental
Remove s1/s2 bridge download system, stringtables, pure whitelists and related code, convars, protobufs.
Remove native vieweffects ( we do them in managed ), remove protobufs/ums left from vgui, train, hintsystem etc.
* Remove these native entities: game_text, env_beverage, item_sodacan, func_precipitation, func_precipitation_blocker, env_muzzleflash, env_gunfire, env_screenoverlay, env_fade, env_hudhint
* Remove loads of UTIL_ code that was game specific or not needed.
Try a /rebuild on everything
Remove -dx9, -gl, -vulkan command line options which were just making non-existent rendersystems.
Remove DX9/GL rendersystems enums and any related hacks that were using them.
Block tool specifies it's materials in C#, don't stomp from C++ - lets you specify specific materials on certain faces in a PrimitiveBuilder, useful for if you want certain faces to be player clips
Don't be lazy, update Hammer.CurrentMaterial on change
Make PolygonMesh face Material work
Add Hammer.CurrentMaterial
Iterate PolygonMesh API, remove dumb "Simple" naming from classes, Polygons are Faces instead, document better and optimize.
PolygonMesh keeps it's own vertex list, allowing more advanced usages and simpler data stream construction
* AddPolygon renamed to AddFace
* PolygonMesh.AddVertex( ... ) returns an index you can use with AddFace( params int[] )
Check if Steam is running on clients asap, prevents some crashes from us using Steamworks super early
Hammer: Fix duplicate or remove non-working view modes / options in the view, mainly dota things
Remove another premature GetSteamUniverse() call that wasn't doing anything
Don't try to SteamAPI_Init() on dedicated servers or initialize the SteamGameServerAPIContext before we've called SteamGameServer_Init
Hammer: Curved stairs primitive (experimental), not sure how to make it interact nicely within the bounding box. Need to expand the PolygonMesh API some more to allow face data UV axis too.
https://files.facepunch.com/matt/1b1011b1/sbox_22SJRcVCiW.png
Remove QToolBlockUI which was just glue and do the whole thing in C#, remove some resulting dead code in CToolBlock
Remove redundant mapdoclib stocksolids
Hammer: Entity tool uses Block tool to place solid meshes w/ listeners, same way nav meshes are placed.
https://files.facepunch.com/matt/1b1011b1/sbox_CsQvkTwpm5.png
Mark these transform operations as internal, let's not just blindly expose C++ ways to the public API
Namespace Hammer/MapDoc under Tools.MapEditor
Add a simple MapMesh API for creating simple n-gon polygons programatically in tools addon layer
Move Hammer Block tool to C# addon layer, developers can implement any geometry shapes using the simple polygon mesh API and full hotloading.
Ported the following shapes to C# so far: Quad, Block, Cylinder
Cleanup naming of everything, create the tool interface in a more sane way, port over more primitives.
* GeometryTool -> BlockTool, keep the naming consistent with Hammer, it is a blocking out tool after all
* Geometry -> PrimitiveBuilder
* SimplyPolygonMeshDescription -> PolygonMesh - way less insane and future proofs us to binding it with CHammerPolyMesh, different ways to use it can be done on the class
* Port Spike and Hole primitives, Linq makes them super easy to do
* Hotloading triggers an update on the block tool, so when creating PrimitiveBuilders you see the changes straight away
* Glue "Orient to the 2D view plane direction" checkbox to set the option in native
Add Sphere primitive to C# block tool
Add Sphere primitive to C# block tool
Namespace Hammer/MapDoc under Tools.MapEditor
Add a simple MapMesh API for creating simple n-gon polygons programatically in tools addon layer
Move Hammer Block tool to C# addon layer, developers can implement any geometry shapes using the simple polygon mesh API and full hotloading.
Ported the following shapes to C# so far: Quad, Block, Cylinder
Cleanup naming of everything, create the tool interface in a more sane way, port over more primitives.
* GeometryTool -> BlockTool, keep the naming consistent with Hammer, it is a blocking out tool after all
* Geometry -> PrimitiveBuilder
* SimplyPolygonMeshDescription -> PolygonMesh - way less insane and future proofs us to binding it with CHammerPolyMesh, different ways to use it can be done on the class
* Port Spike and Hole primitives, Linq makes them super easy to do
* Hotloading triggers an update on the block tool, so when creating PrimitiveBuilders you see the changes straight away
* Glue "Orient to the 2D view plane direction" checkbox to set the option in native
Namespace Hammer/MapDoc under Tools.MapEditor
Add a simple MapMesh API for creating simple n-gon polygons programatically in tools addon layer
Move Hammer Block tool to C# addon layer, developers can implement any geometry shapes using the simple polygon mesh API and full hotloading.
Ported the following shapes to C# so far: Quad, Block, Cylinder
CreateVrMove avoid crash from out of bounds when controllers not plugged in
Cleanup and namespace map editor stuff under Tools.MapEditor, MapDoc class -> MapDocument
SimplePolygonMeshDescription (mouthful) defines a set of n-gon polygons that can be turned into a half edge Hammer mesh.
Explicitly this is simple because vertices are repeated, this isn't performant but it's 1000x easier to do simple things, I'll probably add an additional advanced API for nerds.
This will merge coincident vertices on the Hammer mesh if set and within a tolerance.
Create inherited map node types MapEntity, MapMesh, etc.
Can remove map nodes from managed document
Add PolygonMesh for creating map mesh nodes from polygons in C#
Add a simple perlin noise mesh generator to Hammer using PolygonMesh
Fix a few small bugs with feeding polygon meshes into map meshes
Add a window with noise parameters, update map mesh on change
GameData binding ( fgd stuff )
Bind MapDoc, MapNode, MapWorld w/ new handles, frame out how internal child nodes are handled
Don't use IHandle for mapnodes, pass them to a managed manager and reference by their HammerUniqueId_t. Still storing the native pointer in the class, we could probably roll a handle like system with the unique id.
Simple map outliner in C# for testing API
Implement entity gallery in C#
GameData binding ( fgd stuff )
Bind MapDoc, MapNode, MapWorld w/ new handles, frame out how internal child nodes are handled
Game category list uses engine version too so we don't end up with empty categories saying they have games
Remove FoW from CGameParticleManager and protobufs
PrecipitationEntity: don't set control points to Local.Pawn if it's invalid
Use 10 second timeout for Steam auth ticket instead of 5, see if it fixes some people not getting their auth tickets
Fix small fuck up I made multiplying AnalogLook.pitch * 1.5f when using controller instead of mouse
Remove NativeEngine.EngineInputContextId
TraceResult.StartPos/EndPos -> StartPosition/EndPosition
PawnController.EyePosLocal -> EyeLocalPosition ( matches Entity.EyeLocalPosition )
add managed to findflags concommand
Add Input.MotionData - current input device's motion sensors states of absolute rotation, positional acceleration & angular velocity.
Supported devices: Playstation 4/5 Controller, Switch Pro Controller, Steam Controller, Steam Deck.
Remove remaining references of fow
CClientInput::CreateVrMove: stop using tracked controller manager, removes reliance on vr_core and gives us more up to date values
Fix CClientChangelevelState invalid client copy & not clearing causing the destructor to wrongly shutdown clients
Add basic sys/gpu mem usage to editor status bar to help identify if we have vram leaks
Make rich presence work again so it shows the game title instead of "Game" for every game
Fix some issues with Steam Input glyphs reflected in upcoming Steam Client update
* Glyph sizes for medium and large glyphs changed 64 => 128, 128 => 256.
* Glyph style modifiers now work properly with the source files from Steam.
* Added `steaminput_glyph_forceresize` cvar (default on), some of the styled glyphs are still the wrong size on Steam's end, so cvar so we know when it's safe to remove this hack.
* Added `steaminput_glyph_forcetype` cvar, you can test what your game looks like with different controller types easily.