1,023 Commits over 1,127 Days - 0.04cph!
Consolidate current game project logic further, make these tests better reflect use case
Switch from forked to stable MonoMod.RuntimeDetour
Make sure we generate a sln and sync package manager when a project isn't launched straight from the .sbproj
No more .addon upgrading
This seems redundant and like it'll cause something unpredicted in the future
Can load http:// images
If any HammerEntity fails to parse don't shit the bed for all of them
Start the editor with the previous saved log level (e.g tracing stays on)
Fix events not running on instances where they have events on the base and derived class
Hang watchdog -> tools stall monitor
Splash screen is stall monitor main thread window before editor opens
Snap angle works under 1.0
Hammer: float snap angles and some more presets
Fix asserts showing as errors in intellisense
Delete loads of random shit from game
Don't explicitly set MultiProcMaxCount, defaults to # logical processors (which is 96 on our build server) - compiles 15% faster locally for me
Latest tier0 basetypes
Split everything out of basetypes.h into new or existing includes, remove very old code, typesafe numerics, bring engine up to date with these changes
Clean up groups.vgc, sbox_game.sln can be everything -thirdpartylibs
texturedictionary to materialsystem2
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Delete all these random devtool scripts, we're not using any of it, delete some other random unused stuff
One .gitignore, .gitattributes clean up obsolete stuff
Use .git-blame-ignore-revs so we can ignore formatting commits
EditorCookie seems to be null here making CI tests hang, but I don't know why it'd be null @devultj ?
Test game/server should timeout
tier0 math include shuffling
Add missing <memory> include
Strip gcsdk
Delete toolstyleeditor
Delete streamingbootstrap
Delete nvtristriplib
Delete vdata_editor
Delete diffmemstats
Delete obj_tool
Delete dmxfind
Delete mapbuilder
Delete phogen
Delete resourcecopy
Delete sceneimagebuilder
Delete vcdgen
Delete particle_import
Delete modeldoc_import
Delete modeldoc_tweak
Delete assetrename
New tier0 platform compile base
OVERRIDE -> override
Remove ALIGN_POSTs
annotations
clean up some unused
C++20 Support
* Using /permissive and /Wv:18 to start
* Lots of odd fixes everywhere still coming from c++11
* Update protobuf to 24.3 and remove even older unused versions
Dunno how this got corrupted
Latest master compiled DXC now that bugs are fixed
Minor HLSL2021 fix catching bad for loop scope
Unload vfx dll at very end of vfxcompile
Use -fvk-invert-y on geometry shaders too, works as expected on core shaders so "fix" it in objecthighlight shader
Don't do these Pix events under Vulkan, incomprehensible
Stop trying to destroy aoproxy manually, it's a child now so it'll happen automatically and not risk double delete
Give our shader programs debug names so we can see them in debugger/renderdoc
Geometry shaders still need access to VS_INPUT
Aoproxy sceneobjects are children of their parents and inherit visibility - stops them lingering when entities are hidden
Ambient occlusion proxies made by SceneSystem instead of entity system
Protocol::Network++ because I removed CEnvVolumetricFog classes earlier
OOG Volumetric Fog
* Added SceneCamera.VolumetricFog and SceneFogVolume
* Fog volumes are part of SceneSystem instead of managed separately
* Delete volumetric fog gamesystem, game entities and fgd entries, replace with C# game entities for volumetric fog controller & volumes
* SceneMapLoader loads SceneFogVolumes and light_rect
Stop hunk detected showing all the time
SceneCamera viewports (#1253)
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Add raytracing pipeline support to rendersystemvulkan & vfx_vulkan
* Add UtlVector::ByteCount(), UtlVector::EnsureCountZeroed( int num )
* rendersystemvulkan: support raytracing pipelines
* vfx / vfx_vulkan: support compiling rtx shader blocks targeting vulkan 1.2
* CRayTraceSceneWorld without lights for now
Hammer uses managed DockManager
Makes the docking more flexible like our main game frame and lets editor projects add docks to Hammer like `[Dock( "Hammer", "Asset Browser", "snippet_folder" )]` and lets us start replacing native widgets with our own managed widgets easily.
Only try Convert.ChangeType if value implements IConvertible
Make m_SymLinks a CUtlMap
Prioritize local files over downloaded (symlinked) files
Make Hammer gizmo sceneworld get added to view again
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Add SceneCamera.Skybox, port sky entities & client logic to C#
Remove dead spherical vignette code from user shading model
Initialize CRnWorld::m_debugDrawFilter
Remove unused spherical vignette from renderingpipeline and core shaders
Unused viewport shit in camera renderer
CCameraRenderer inherits SceneCamera Name for debugging
WorldTextEntity: Hammer gizmo uses specified color too
Remove unused manual base address setting
Fix minor typo in vpc
WorldTextEntity draws its text in Hammer & added GIzmo.Draw.WorldText
Fix fgd dying because of func_instance line
Whitelist System.Threading.Tasks.Task.ContinueWith and System.Threading.Tasks.TaskContinuationOptions
closes sboxgame/issues/issues/3751
Fix asset spray tool model selection not working
Native can set managed asset picker initial search filter, material editor uses this for _color shit filtering
fuck off mysql_wrapper
Can right click textures for managed asset menu in met
info_cull_triangles .fgd -> c# editoronly def
Fix oopsie on info_overlay
visibility_hint .fgd -> c# editoronly def
Clear a bunch of these native -> nice conversions