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296 Commits over 335 Days - 0.04cph!

36 Minutes Ago
Hammer: Set current material from new asset browser on highlight Defer CKeepAssetCached::ReleaseAsset() until after we're done with the asset in CMapViewDropTarget::OnDrop( ... ) - fixes materials being dragged into the map not applying when they weren't being set to the current material
5 Hours Ago
CResourceAsset::CanRecompile - don't care about leafiness
Today
Kill lpv_skycoverage and lpv_sdf from vrad3 too
Today
Get rid of unused Bake SDF compile option that made map compiles always take forever and hide deterministic charting comptations option behind dev flag since that's what its for Cloud assets use PATH_ADD_TO_TAIL so they don't get prioritized over anything you have locally
Yesterday
Hammer cloud models (#469)
7 Days Ago
Remove CAsset::IsVisibleForMod - this was causing addons assets to be invisible to other addons assets depending on the order addons were added.. This should fix cases where uploading a map wouldn't upload dependant assets from content pack addons seemingly randomly. As well as let any addon assets see assets in our cloud path so they can resolve references properly.
8 Days Ago
Revert "Recompiled Assets" - these were recompiled on an old version This reverts commit 3859bffe7bb821a43bb261084a1aa6ce35d1b0ef.
8 Days Ago
Up VTEX_LOGICIAL_CRC_VERSION - This is going to rename all generated.vtex_c and recompile vmat_c, I know this sucks but we have to do it because we've had a determinism bug in the texture compiler for a long time and that's causing our texture manager to shit itself when it expects everything to be deterministic. Recompile all vmat_c Remove these generated.vtex_c - how did they even get past the .gitignore update stubble.vmat_c from merge
14 Days Ago
Strip a tiny bit of shit Only hide non floating dock widgets in Hammer when toggling fullscreen layout ( resolves Facepunch/sbox-issues#2301 )
14 Days Ago
Disable spinning the UI on demand recompiles for now because it's causing re-entrant calls to ForceSynchronizationAndBlockUntilManifestLoaded() Fix a resourcesystem error by avoiding an unnecessary resource fetch in LightDescFromEntity within CLightHelper::Render, CLightHelper manages its own lightcookie handles
14 Days Ago
Hammer: Fix Qt already has layout console spew with CQStylizedGroupBoxControllable Hammer: Make sure the toolbar extensions have a background color so they're usable
14 Days Ago
Proper fallback handling for no audio devices, fixes game startup crash w/o audio device, but also removal and new audio devices mid game - Resolves #378
14 Days Ago
Rebuild all content
14 Days Ago
Use latest version of bc7e.ispc with determinism fixes and improvements to solid color block encoding (richgel999/bc7enc_rdo)
23 Days Ago
Fix usercmd delta compression for controller analogs where it would never send zero - fixes Facepunch/sbox-issues#2279
23 Days Ago
More resilient gpu driver version fetching, find a matching adapter description from EnumDisplayDevices that matches the DirectX adapter description
30 Days Ago
[ClientRpc] codegen supports reserved keyword names w/ @ prefix - fixes Facepunch/sbox-issues#2227 Collect & replicate usings for codegen so we can keep stuff like initializer syntax simple whilst making it work as you would expect with namespaces - fixes Facepunch/sbox-issues#2018 Remove ErrorList singleton - not needed and some shit code was stomping it and making nothing work Add all local addons to the error list combobox (move those with errors to the top), makes it easier to filter for just the addon you give a shit about - resolves Facepunch/sbox-issues#2188 Only show errors from active addons, update combo / list on localaddons.changed - resolves Facepunch/sbox-issues#2146 Codegen add distinct namespaces only, stop some warnings
30 Days Ago
Add controller look yaw/pitch speed settings, this is deg/s ( fixes Facepunch/sbox-issues#1496 ) Multiply InputBuilder.AnalogLook by Time.Delta so it's not framerate dependent ( fixes Facepunch/sbox-issues#2045 ) Make convars work on non-public props
30 Days Ago
Use InputButton.Chat for chatbox, enter defaults to +iv_chat, obsolete Sandbox.Hooks.Chat.OnOpenChat
31 Days Ago
Reset analog inputs to default when UsingController is 0 in the usercmd - fixes Facepunch/sbox-issues#2238
31 Days Ago
AddonCreator: normalize paths, don't allow creation in a folder full of other folders either you're very likely fucking up then
31 Days Ago
Open in code editor button for tools addons - resolves Facepunch/sbox-issues#2226
31 Days Ago
Make the "from asset.party" addon downloader auto-select the path a bit better - fixes Facepunch/sbox-issues#2233
35 Days Ago
Delete dota healthbar SFM code that plagued the IToolService and ISource2Engine Dock Error List in default layout
41 Days Ago
Only enable vr_depth_submit on Oculus as their positional timewarp is the only thing that makes use of it. WMR OpenVR driver would instantly crash on depth submits, so this resolves that too.
49 Days Ago
Revert "Make Entity.IsAuthority a virtual property" This reverts commit 1533014f19347562cbac07a148ee3926da2f64ad.
50 Days Ago
Make Entity.IsAuthority a virtual property
56 Days Ago
BaseItemWidget: Ctrl clicking selected items removes them from the selection
57 Days Ago
Fix AssetBrowser not loading saved settings correctly - Fixes Facepunch/sbox-issues#2063
57 Days Ago
Fix Hammer texture replace window's asset picker shrinking and becoming unusable Asset Browser: can make new folder from AssetList
58 Days Ago
Enable MultiSelect on AssetList Don't try to open a context menu if we have no options, otherwise Qt will moan Implement shift click multiselect in BaseItemWidget https://files.facepunch.com/matt/1b0211b1/sbox_2u4H5Gcpcl.mp4
58 Days Ago
Entity.networkTags should use StringComparer.OrdinalIgnoreCase when updated from network
58 Days Ago
Fix FileSystem.RebuildContentPath() skipping over addons because it was using File.Exists instead of Directory.Exists. Fixes Facepunch/sbox-issues#2085 and probably quite a bit of other stuff
60 Days Ago
steamaudio_enabled -> steamaudio_enable, drop FC_ARCHIVE since I suspect loads of people had it saved to 1 :(
2 Months Ago
Temporarily disable Steam Audio by default to resolve crashes as the heap corruption has persisted even without IPL_SCENETYPE_EMBREE
2 Months Ago
Tag steamaudio_enabled so we can see it in Sentry, so we can be 100% sure
2 Months Ago
Add steamaudio_enabled cvar
2 Months Ago
forgot to force add the .dll / .lib for aftermath
2 Months Ago
Catch nvidia gpu crashes with nsight aftermath and `-nvgpucrashdebugging` cli flag, struggling to get any significant context out of this on D3D11 so may just revert this at some point
2 Months Ago
m_pDriverVersion reports as "unknown" instead of a null string
2 Months Ago
don't use V_vsnprintf in SentryOutput, external code can specify the funky %S format specifiers Texture2DBuilder.Finish(): correctly check the memory required for texures w/ mips
2 Months Ago
Remove fallback DX9 code for getting driver version, it's straightforward to grab from the registry by the DX adapter LUID. This returns the same windows driver version numbers DX9 was reporting, but I've added some vendor specific renames e.g for nvidia "31.0.15.1659" becomes "516.59" making it easier to filter by driver for us rendersystemdx11: stop linking d3d9 rendersystemdx11: stop linking nvapi LoadD3dCompiler calls Plat_LoadModule without full path ( this is exactly the same way ADJ and we use the same d3dcompiler_47.dll - so hopefully that fixes weird WINE shit ) Replace Direct3D 9 PIX with D3D11 ID3DUserDefinedAnnotation - we're getting a much better list of events in RenderDoc now too New: https://files.facepunch.com/matt/1b2911b1/qrenderdoc_5uxtBKqZlV.png Old: https://files.facepunch.com/matt/1b2911b1/qrenderdoc_fcTCgPGtQT.png - Enable CPixEventScope to record events, these are used to tell us our View / Layer - Don't limit these events behind Plat_IsRunningOnCustomerMachine() - there is no overhead and it can be incredibly helpful for us having them on Steam builds Implemented following guidance of: https://developer.nvidia.com/blog/best-practices-gpu-performance-events/ rendersystemdx11: don't link d3dx11 legacy stuff Fix ErrorReports::UpdateGpu usage from rebase conflcit Delete dead D3DX dlls
2 Months Ago
Hammer: fix crash when closing editor sessions with active working sets
2 Months Ago
Make compile errors from publishing report to error list, catch this and report it properly on the publish window. Also make tool addons report to error list properly.
2 Months Ago
Include prerelease versions of Visual Studio when looking with vswhere Fixes Facepunch/sbox-issues#2058 Accidentally removed 1 line too many, fixes non-tools not opening
2 Months Ago
Remove some obvious dead code and unused stuff from gameinfo.gi, update the DeveloperHelpURL to the wiki Get rid of -toolsonly, didn't launch anything and our tools are so integrated with the editor it doesn't make sense Remove GameUI interface Cleanup native tools menu bars to match our C# editor, I'd do this entirely in C# but we don't have interop on every tool
2 Months Ago
Delete complicated / hacky pane modes from Hammer map views ( Game, Asset Browser, Object Properties, Entity IO ) Create a dock widget below the Hammer viewport for the asset browser Create the new C# asset browser in Hammer, quite a few things work already with no effort :o Reimplement the Hammer pane embedded asset browser as a dock widget, tabify it at the bottom alongside our new C# one, always show the legacy first (for now). And in general tidy up / simplify the implementation of this Add these asset browser dock widgets to the View->Toolbars menu Need to setObjectName on these so they saveState properly Remove QHeaderView from asset browser grid layout, not useful takes up a shit load of space Legacy asset browser icon sizes match our new asset browser icon sizes, makes the medium icons actually usable in embedded browsers Don't bother showing the new asset browser at all in Hammer, have it opt in from View -> Toolbars so we can get some proper feedback on it Asset browser dock widgets collapse properly on ToggleAssetBrowserDockWidget command Add ToggleAssetBrowserDockWidget command to Hammer that does exactly that, default key bind Alt + A Cleanup HammerAssetBrowser class location, move OnAssetHighlight / OnAssetSelected that inspect / open in editor to MainAssetBrowser Setup default locations for Hammer dock widgets a bit better, open selection sets by default but tab them next to the Outliner since you're going to be using one or the other and not both. Give asset browser dock widget a sane default size Default Hammer map view port to single 3d pane since thats what 90% of people use all the time
2 Months Ago
AssetPicker explicitly plays sound files and sound events, these are normally handled w/ the inspector previews of them.
2 Months Ago
Add IAssetSystem::OpenPicker( IAssetType* type, IAssetPickerListener* pListener ) which opens our AssetPicker from tools addon CQAttributeEditor_SoundPicker ( used in Hammer and probs other shit ) uses the managed AssetPicker, this is way easier to use, doesn't show duplicate entries and shows all sound events not just base ones. Old: https://files.facepunch.com/matt/1b2311b1/sbox_yEIejKDxCd.png New: https://files.facepunch.com/matt/1b2311b1/sbox_8xvDTdEb0c.png
2 Months Ago
Addon creator will derive a path from the provided ident