1,586 Commits over 1,127 Days - 0.06cph!
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
Hook up row-gap, column-gap and gap css properties
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
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
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
ui: add rounded corner scissoring (border-radius works with overflow: hidden)
https://files.facepunch.com/matt/1b0811b1/sbox_gnbMdfYYuJ.png
ClothingContainer.DressEntity disable trace and queries on clothing entities
Make sure symlink reload queue actually gets cleared, accidentally returned ref instead of ptr
Reload symlinked resident resources after loading runtime packages too
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
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
fix NRE on map uploads when the map addon contains skyboxes or prefabs
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
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
Cleanup dupe code, add some docs
Decouple the system that holds references from base Resource class to ResourceLibrary. ResourceLibrary is only for GameResource, this was the only way it was being used and it makes no sense for normal Resource to be there.
Precaching keeps strong handles of native resources( mainly so we can NetRead them.. ), never add GameResource to precache stringtable (they're always loaded)
Texture.Load behaves better and doesn't try to cache a not found file
Comment these out, need to figure out ResourceJsonConvert (this is just for GameResources again?) w/ ResourceLibrary, and probably make another ResourceLibrary for Sandbox.Tools
ResourceJsonConvert uses given ResourceLibrary
Promises assign ResourceId again
Oops ResourceLibrary dictionary shouldn't be static no wonder it was fucked
Resource.Load doesn't need GameHost
Tools gets it's own ResourceLibrary, doesn't use GameHost.Menu anymore
NetRead.ReadResource can handle non-GameResource again
Replace optional GameHost virtuals GameResource.PostLoad/PostReload with simply passing ResourceLibrary
Replace Resource.Update in memory system with ResourceLibrary.UpdateGameResource, only used from tool asset inspector to propagate live changes of GameResource to game / menu
Decouple the system that holds references from base Resource class to ResourceLibrary. ResourceLibrary is only for GameResource, this was the only way it was being used and it makes no sense for normal Resource to be there.
Precaching keeps strong handles of native resources( mainly so we can NetRead them.. ), never add GameResource to precache stringtable (they're always loaded)
Texture.Load behaves better and doesn't try to cache a not found file
Comment these out, need to figure out ResourceJsonConvert (this is just for GameResources again?) w/ ResourceLibrary, and probably make another ResourceLibrary for Sandbox.Tools
ResourceJsonConvert uses given ResourceLibrary
Promises assign ResourceId again
Oops ResourceLibrary dictionary shouldn't be static no wonder it was fucked
Resource.Load doesn't need GameHost
Tools gets it's own ResourceLibrary, doesn't use GameHost.Menu anymore
Quick play around to see if a static API for HTTP is good
Decouple the system that holds references from base Resource class to ResourceLibrary. ResourceLibrary is only for GameResource, this was the only way it was being used and it makes no sense for normal Resource to be there.
Precaching keeps strong handles of native resources( mainly so we can NetRead them.. ), never add GameResource to precache stringtable (they're always loaded)
Texture.Load behaves better and doesn't try to cache a not found file
Comment these out, need to figure out ResourceJsonConvert (this is just for GameResources again?) w/ ResourceLibrary, and probably make another ResourceLibrary for Sandbox.Tools
Model.Loaded uses WeakReference to not keep models that have no references loaded
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 )
Add -noamsi command line parameter for testing
Revert "Only create resource dependency on texture .meta if it exists"
This reverts commit 55e57df69e0f6335962a5923ef956b658e9e7393.
Only create resource dependency on texture .meta if it exists
Fix VR.Anchor not setting anchor angles
Remove this ancient source behaviour we've been keeping around that amplifies the Input.AnalogLook pitch by 1.5
Make Input serverside asserts a bit more clear
Input.AnalogLook and Input.AnalogMove are accessible serverside like everthing else in Input
Use CircularBuffer for InputHistory
Hammer remote packages use new .bin path, remove all the legacy support
Parallelize MapClass parsing
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
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
Camera.FieldOfView is actually horizontal and not vertical 😳
Add a couple of events to [ToolEvent.MapEditor] for discoverability
SceneCamera.IsOrtho is SceneCamera.Ortho
Clarify Camera.FieldOfView is vertical and Screen.CreateVerticalFieldOfView converts horizontal -> vertical
Only suppress texture deletion and not texture loading during managed render layers, fixes hangs
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
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
Fix leaky strong handle from RenderTools.RenderScene on unused returned ITexture
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
CTextureManagerBase::AllocateResource race condition fix - set the ResourceHandle->Data mapping as soon as SetFinalResourceData is called
> When loading / reloading textures, the handle can be null instead of the new texture when the async work starts, causing the load to make crazy things happen
CUtlIdGenerator
Actual headers for texture residency info
Backport latest texture manager changes from Valve, hopefully managed to not stomp our own additions & fixes
disalbe these asserts for now
CTextureManagerBase::AllocateResource race condition fix - set the ResourceHandle->Data mapping as soon as SetFinalResourceData is called
> When loading / reloading textures, the handle can be null instead of the new texture when the async work starts, causing the load to make crazy things happen
Try suppressing resource manager frame boundary work during an IProceduralLayerRenderer - this seems to fix resource loads within render hooks in game mode... but not tools mode
Backport latest texture manager changes from Valve, hopefully managed to not stomp our own additions & fixes
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
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
Compile addons in tools
GameData.LoadEntitiesFromPackage works with addons
Save / load map entities' addon packages to meta data
Download and use addons specified by the map at runtime for local maps
Entity tool can use packaged addons tagged map + entity
Mount addons from map package meta MapAddons
When publishing a map, set meta MapAddons from the map's metadata ( messy, improvements to be made since it's a single asset workflow really )
Use vmap asset not vpk asset
Don't save #local in ident to vmap meta
Compile addons in tools
GameData.LoadEntitiesFromPackage works with addons
Save / load map entities' addon packages to meta data
Download and use addons specified by the map at runtime for local maps
Entity tool can use packaged addons tagged map + entity
Mount addons from map package meta MapAddons
When publishing a map, set meta MapAddons from the map's metadata ( messy, improvements to be made since it's a single asset workflow really )
CShapeManager: all of this should be const auto&
Can we stop pushing `#pragma optimize("",off)` to master
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
Give Hammer asset browser object name and icon again