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1,025 Commits over 1,127 Days - 0.04cph!

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
Update to .NET 6.0.3
3 Years Ago
CreateVrMove avoid crash from out of bounds when controllers not plugged in
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.
3 Years Ago
send playername in connect protobuf, was previously wrapped in a splitscreen message
3 Years Ago
Remove splitscreen from engine and all the hacky shit that went along with it * Input config now handled in InputService instead of SplitScreenService * Remove split client connects / channels from networksystem * Remove all remaining references to CSplitScreenSlot Remove c++ engine camera manager from dota, we do cameras entirely in C# managed already anyway Delete c++ flashlight code Remove a bunch of vgui HUD stuff Delete achievements manager from C++, when we add achievements it'll be easier to do in C# with Steamworks Remove more unused convars specific to hl2, cs, etc. Restore host_writeconfig which was hidden away in splitscreen service 🥴 Drop `name` convar that was really just a wrapped steamworks GetFriendPersonaName() call - replace with a cached GetPersonaName()
3 Years Ago
Packaged games properly update their hash for networking, fixes net vars in packaged games
3 Years Ago
Remove anything marked as [Obsolete] 3+ months ago Obsolete Entity.EyePos/Rot => Entity.EyePosition/Rotation delete some legacy c++ concommands: god, say, give, etc. these didn't work anyway and if they should work they should be done in c# reimplement cl_showpos in c# so it uses the pawn, remove cl_showfps (there's much better ways to see it now) Fix compile error and strip Panorama stuff from the particle host Remove more legacy player concommands and whatevers left of impulse remove env_message
3 Years Ago
Basic Managed Hammer: add menus from C# and auto reload fgds * Basic Hammer interop, let tools addons add menu bar options with [Menu] * FgdWriter tells Hammer to reload fgd automatically when written * Hammer: Save & restore selection when reloading fgds instead of clearing it
3 Years Ago
[Net] codegen, use the ISymbol to get attributes instead of the syntax node so you can use the FQN and not have it silently do nothing Fix access violation crash in NetWrite.SendRpc on invalid entities
3 Years Ago
Lobby.JoinGame remove [] wrapped steamid from connect
3 Years Ago
Hammer: Fix "New From Template" creating 2 world nodes and leaving one in a fucked state crashing loads of shit
3 Years Ago
Restore default key binds button for when you've fucked them
3 Years Ago
When uploading addons use a 64 bit int for scanned bytes for addons with manifests over ~2.1gb
3 Years Ago
Use an estimated velocity clientside for entities with physics (was just 0 before)
3 Years Ago
Only show gamemode packages in local games menu
3 Years Ago
Give KeyframeEntity (e.g ent_platform) velocity so pawn movers can use their base velocity. https://files.facepunch.com/matt/1b2611b1/platform_before_after.mp4
3 Years Ago
Template property binds (e.g @text=) allow non-public and ignore case, matches @ref behavior
3 Years Ago
Whitelist System.IO.StreamReader/TextReader ( explicitly the Stream constructor only )
3 Years Ago
Basic key bind menu https://files.facepunch.com/matt/1b2411b1/sbox_VIhmptifiG.png Remove old unused default controller binds Allow changing audio output device in tools Save key binds
3 Years Ago
Resolve obsolete ResourceId usage
3 Years Ago
Don't derive Asset from Resource... fix getting assets by id/path returning null (#150) Don't derive Asset from Resource, lets Sandbox.Game keep it's loaded assets instead of Sandbox.Engine Fixes case when assets are loaded across Client, Server, Menu and all stored under the same ID, meaning when you fetched by ID it would only be valid in one state.
3 Years Ago
Hint the networked dictionary generator to support class types we can NetWrite as keys.
3 Years Ago
Disable debug warning log on network hash mismatch Implement [Net] IDictionary<TKey, BaseNetworkable> and expose IDictionary<TKey, object>, code gen is more resilient and gives better feedback for unsupported combination types.
3 Years Ago
Tag asset type images under tools Fix small regression with InputBuilder Pressed/Released not working after calling Clear() Remove VROverlay from update list if it's handle is 0, don't think the weakref was freeing fast enough
3 Years Ago
Update Steam file exclusion so some pngs from base addon end up in steam build - fixes missing ui / asset files
3 Years Ago
Fix SlotNext, SlotPrev buttons not working on controllers