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1,013 Commits over 1,127 Days - 0.04cph!

1 Year Ago
Force a reload of any resident resources that are or were symlinked, this is especially required for streamed resources to avoid a mismatch between header and file data
1 Year Ago
Store GameResources in ResourceLibrary instead of all Resources in Sandbox.Engine so resources get released properly on game shutdown Every native resource (model, material, textures...) was getting held indefinitely even after game shutdown, this commit solves that by: * ResourceLibrary will only hold strong references to GameResource, native resources will only have a weak reference internally this way they get unloaded properly. * Sandbox.Tools gets it's own ResourceLibrary, doesn't piggy back from GameHost.Menu anymore * Get rid of GameHost from Resources
1 Year Ago
Model.Loaded uses WeakReference to not keep models that have no references loaded
1 Year Ago
Cleanup coreclr patch a bit Strip xbox code from filesystem Strip all this whitelist bullshit from basefilesystem Fix strong handle leak in Model.Get( IModel ) - you could get ref counts on a model resource over a million from 5 minutes of gameplay Fix strong handle leak on Material.Get( IMaterial ), ParticleSystem.Get( HParticleSystemDefinition ), AnimationGraph.Get( HAnimationGraph )
1 Year Ago
Add -noamsi command line parameter for testing
1 Year Ago
Revert "Only create resource dependency on texture .meta if it exists" This reverts commit 55e57df69e0f6335962a5923ef956b658e9e7393.
1 Year Ago
Only create resource dependency on texture .meta if it exists
1 Year Ago
Fix VR.Anchor not setting anchor angles
1 Year Ago
Remove this ancient source behaviour we've been keeping around that amplifies the Input.AnalogLook pitch by 1.5
1 Year Ago
Make Input serverside asserts a bit more clear
1 Year Ago
Input.AnalogLook and Input.AnalogMove are accessible serverside like everthing else in Input Use CircularBuffer for InputHistory
1 Year Ago
Hammer remote packages use new .bin path, remove all the legacy support Parallelize MapClass parsing
1 Year 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
1 Year 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
1 Year Ago
Camera.FieldOfView is actually horizontal and not vertical 😳
1 Year Ago
Add a couple of events to [ToolEvent.MapEditor] for discoverability
1 Year Ago
SceneCamera.IsOrtho is SceneCamera.Ortho
1 Year Ago
Clarify Camera.FieldOfView is vertical and Screen.CreateVerticalFieldOfView converts horizontal -> vertical
1 Year Ago
Only suppress texture deletion and not texture loading during managed render layers, fixes hangs
1 Year 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
1 Year 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
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
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
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