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1,023 Commits over 1,127 Days - 0.04cph!

1 Year Ago
Update yoga src to latest HEAD (adds gap support and some opt-in experimental fixes for making absolute positioning behave more like web) Get rid of old nuget yoga 1.5.0-pre1, replace with latest .net6 binary built from yoga#1207 Update yoga.vpc to build a DLL + build with /fp:precise otherwise the NaNs Yoga uses won't work Compile yoga with $NO_STANDARD_VALVE_CODE so we can use our yoga.dll in tests without tier0 dependency Fix Sandbox.UI.Test native dependency yoga.dll Yoga sanity unit test Fix Sandbox.UI.PositionMode not matching new YogaPositionType which has Static at the start now Might as well support `position: static` Default position is static and not relative, might break some ui where left/right/top/bottom have been misused w/o position: relative/absolute Hook up row-gap, column-gap and gap css properties Fix partydeck styles glass styles can use gap ! Delete yoga.dll now it's compiled Move Managed Tests to after native build - because we likely want some of the dlls to test Build native before managed Edited the wrong yaml Merge pull request #716 from Facepunch/update-yoga
1 Year Ago
Whitelist `System.Type.Equals( System.Type )` Whitelist compiler attributes required for C#11 required modifier Keep box-shadow within the original scissor so it doesn't overflow
1 Year Ago
ui test: transform rotated + border-radius scissor test ui: when rendering box-shadow never render under the box itself (using an inverse scissor rect) so transparent backgrounds look as they should before: https://files.facepunch.com/matt/1b0811b1/sbox_l0kQbIIJ1c.png after: https://files.facepunch.com/matt/1b0811b1/sbox_jVYco6DRg8.png
1 Year Ago
ui: scissor rects can have a transform matrix, scissor panels post transform position too - fixes lots of oddities with overflow: hidden and transforms before: https://files.facepunch.com/matt/1b0811b1/sbox_6te0egX6cg.png after: https://files.facepunch.com/matt/1b0811b1/sbox_BMeWLJ6w79.png
1 Year Ago
ui: add rounded corner scissoring (border-radius works with overflow: hidden) https://files.facepunch.com/matt/1b0811b1/sbox_gnbMdfYYuJ.png
1 Year Ago
ClothingContainer.DressEntity disable trace and queries on clothing entities
1 Year Ago
Make sure symlink reload queue actually gets cleared, accidentally returned ref instead of ptr Reload symlinked resident resources after loading runtime packages too
1 Year Ago
Fix Material ResourceId not being set so it networks properly Never try to precache procedural models Fix bad race on procedural models invoking OnModelLoaded without being properly set to procedural yet
1 Year Ago
Do standard weakref cache for each native resource class (repeated code isn't really avoidable here sadly), seal these classes, private constructors so you have to use e.g Model.FromNative( IModel ) Garbage collect on Client LoopEnd, eligable Resource classes were never getting collected and leaking their native handles
1 Year Ago
fix NRE on map uploads when the map addon contains skyboxes or prefabs
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