usermattcancel
reposboxcancel

1,495 Commits over 1,157 Days - 0.05cph!

3 Years Ago
Fix UI shader using wrong constants for background image repeats
3 Years Ago
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.
3 Years Ago
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
3 Years Ago
net_fakelag remove FCVAR_ARCHIVE, and add FCVAR_CHEAT to it and sdr command
3 Years Ago
Set controller "Menu" action set if ingame but main menu is open
3 Years Ago
Asset.Load log the actual exception when deserializing errors
3 Years Ago
Fix typo in water bounds code using y instead of x
3 Years Ago
Completely remove HLTV/SourceTV, decouple spawngroupmessagemanager so the demo recorder can use it Remove instant replays
3 Years Ago
Don't flatten hierarchy when looking for [Event] methods
3 Years Ago
Use the Center +- Radius of Water RenderBounds
3 Years Ago
Make sure water render bounds are larger then ripple radius * 2 and not just radius.
3 Years Ago
Implement `UPathComparer.OrdinalIgnoreCase` and use it for `RedirectFileSystem ManifestFileSystem.Redirect` - fixes not finding non lowercase files.
3 Years Ago
Add SceneObject.SetMaterialGroup( string group )
3 Years Ago
Load all Assets before entities are created clientside, matching serverside behaviour
3 Years Ago
Get rid of trains and elevators and shit Delete more shit, maprules, multiplay/teamplay game rules, misc shit handled by C# already
3 Years Ago
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
3 Years Ago
Add -dx11novideosupport flag for debug
3 Years Ago
Rebuild worked - revert retail builds back to incremental
3 Years Ago
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
3 Years Ago
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.
3 Years Ago
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
3 Years Ago
Don't be lazy, update Hammer.CurrentMaterial on change
3 Years Ago
oops, fix wrong bind
3 Years Ago
Make PolygonMesh face Material work Add Hammer.CurrentMaterial
3 Years Ago
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[] )
3 Years Ago
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
3 Years Ago
Remove another premature GetSteamUniverse() call that wasn't doing anything
3 Years Ago
Don't try to SteamAPI_Init() on dedicated servers or initialize the SteamGameServerAPIContext before we've called SteamGameServer_Init
3 Years Ago
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
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Add Sphere primitive to C# block tool
3 Years Ago
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
3 Years Ago
Update to .NET 6.0.3
3 Years Ago
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
3 Years Ago
CreateVrMove avoid crash from out of bounds when controllers not plugged in
3 Years Ago
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.
3 Years Ago
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
3 Years Ago
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#
3 Years Ago
GameData binding ( fgd stuff ) Bind MapDoc, MapNode, MapWorld w/ new handles, frame out how internal child nodes are handled
3 Years Ago
Game category list uses engine version too so we don't end up with empty categories saying they have games
3 Years Ago
Remove FoW from CGameParticleManager and protobufs PrecipitationEntity: don't set control points to Local.Pawn if it's invalid
3 Years Ago
Use 10 second timeout for Steam auth ticket instead of 5, see if it fixes some people not getting their auth tickets
3 Years Ago
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 )
3 Years Ago
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.
3 Years Ago
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
3 Years Ago
Fix CClientChangelevelState invalid client copy & not clearing causing the destructor to wrongly shutdown clients
3 Years Ago
Add basic sys/gpu mem usage to editor status bar to help identify if we have vram leaks
3 Years Ago
Make rich presence work again so it shows the game title instead of "Game" for every game
3 Years Ago
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.