1,025 Commits over 1,127 Days - 0.04cph!
Add -dx11novideosupport flag for debug
Rebuild worked - revert retail builds back to incremental
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
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.
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
Don't be lazy, update Hammer.CurrentMaterial on change
Make PolygonMesh face Material work
Add Hammer.CurrentMaterial
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[] )
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
Remove another premature GetSteamUniverse() call that wasn't doing anything
Don't try to SteamAPI_Init() on dedicated servers or initialize the SteamGameServerAPIContext before we've called SteamGameServer_Init
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
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
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
CreateVrMove avoid crash from out of bounds when controllers not plugged in
Game category list uses engine version too so we don't end up with empty categories saying they have games
Remove FoW from CGameParticleManager and protobufs
PrecipitationEntity: don't set control points to Local.Pawn if it's invalid
Use 10 second timeout for Steam auth ticket instead of 5, see if it fixes some people not getting their auth tickets
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 )
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.
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
Fix CClientChangelevelState invalid client copy & not clearing causing the destructor to wrongly shutdown clients
Add basic sys/gpu mem usage to editor status bar to help identify if we have vram leaks
Make rich presence work again so it shows the game title instead of "Game" for every game
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.
send playername in connect protobuf, was previously wrapped in a splitscreen message
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()
Packaged games properly update their hash for networking, fixes net vars in packaged games
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
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
[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
Lobby.JoinGame remove [] wrapped steamid from connect
Hammer: Fix "New From Template" creating 2 world nodes and leaving one in a fucked state crashing loads of shit
Restore default key binds button for when you've fucked them
When uploading addons use a 64 bit int for scanned bytes for addons with manifests over ~2.1gb
Use an estimated velocity clientside for entities with physics (was just 0 before)
Only show gamemode packages in local games menu
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
Template property binds (e.g @text=) allow non-public and ignore case, matches @ref behavior
Whitelist System.IO.StreamReader/TextReader ( explicitly the Stream constructor only )
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
Resolve obsolete ResourceId usage
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.
Hint the networked dictionary generator to support class types we can NetWrite as keys.
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.
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
Update Steam file exclusion so some pngs from base addon end up in steam build - fixes missing ui / asset files
Fix SlotNext, SlotPrev buttons not working on controllers