usermattcancel

1,708 Commits over 1,219 Days - 0.06cph!

2 Years Ago
ci: can't build-addons until test-game is run, otherwise s&box.sln isn't created
2 Years Ago
Delete orphan vmat build breaker
2 Years Ago
Fix bottom to top scrolling being inverted with flex-direction: *-reverse or justify-content: flex-end https://drafts.csswg.org/css-align/#overflow-scroll-position Fix Popup PositionMode.AboveLeft not working on different screen scales Tidy up Lobby class code Remake PartyDeck in Razor, split out Party logic to static class, move party deck along bottom social bar Party chatbox Style adjustments to PartyDeck, give a crown to the current party owner, add horizontal padding to player-info Style tweaks Add a lobby chat channel to chatbox instead of in lobby screen. Add unread messages counter, and show latest message over the chat entry Reimplement friend list in Razor, use it for both joining games and inviting to party instead of the seperate flows. Move friend list from top nav to social nav Simplify chat code, better styles (bigger text) + sounds, add party / lobby kicking Caching for Steamworks Friend so we can innocently use this in Razor without worrying about performance ( was eating 2-3ms on 30 friends from a simple Linq count - and a lot lot more on more friends ) Merge pull request #721 from Facepunch/social
2 Years Ago
Fix bottom to top scrolling being inverted with flex-direction: *-reverse or justify-content: flex-end https://drafts.csswg.org/css-align/#overflow-scroll-position Fix Popup PositionMode.AboveLeft not working on different screen scales Tidy up Lobby class code Remake PartyDeck in Razor, split out Party logic to static class, move party deck along bottom social bar Party chatbox Style adjustments to PartyDeck, give a crown to the current party owner, add horizontal padding to player-info Style tweaks Add a lobby chat channel to chatbox instead of in lobby screen. Add unread messages counter, and show latest message over the chat entry Reimplement friend list in Razor, use it for both joining games and inviting to party instead of the seperate flows. Move friend list from top nav to social nav Simplify chat code, better styles (bigger text) + sounds, add party / lobby kicking Caching for Steamworks Friend so we can innocently use this in Razor without worrying about performance ( was eating 2-3ms on 30 friends from a simple Linq count - and a lot lot more on more friends )
2 Years Ago
LobbyMember NRE fix
2 Years Ago
Chat responsible for storing it's own messages, makes code simpler and lets us keep history when leaving party/lobby Add a bunch of caching to Friend, invalidate cache on PersonaStateChange callbacks - lets us use this more innocently without worrying about performance everywhere - e.g Friend.GetAll().Where( x => x.IsOnline ).Count() was eating 3-4ms with only ~20 steam friends, much worse with more pals
2 Years Ago
Chat new messages update the hash properly for the unread messages counter Lobby ready up state + kick button for lobby owner
2 Years Ago
Larger chat text, my eyes were feeling strained Add sounds to chat & party deck Fix ChatEntries BuildHash not reacting to new messages Make the silly emoji button add to message in a less jarring way Add lobby / party kicking
2 Years Ago
Fix bottom to top scrolling being inverted with flex-direction: *-reverse or justify-content: flex-end https://drafts.csswg.org/css-align/#overflow-scroll-position Fix Popup PositionMode.AboveLeft not working on different screen scales Tidy up Lobby class code Remake PartyDeck in Razor, split out Party logic to static class, move party deck along bottom social bar Party chatbox Style adjustments to PartyDeck, give a crown to the current party owner, add horizontal padding to player-info Style tweaks Add a lobby chat channel to chatbox instead of in lobby screen. Add unread messages counter, and show latest message over the chat entry Reimplement friend list in Razor, use it for both joining games and inviting to party instead of the seperate flows. Move friend list from top nav to social nav
2 Years Ago
Fix recent typo in CManagedRenderLayer::Render setting MSAA level to invalid instead of none, causing a shit load of crashes
2 Years Ago
Fix bottom to top scrolling being inverted with flex-direction: *-reverse or justify-content: flex-end https://drafts.csswg.org/css-align/#overflow-scroll-position
2 Years Ago
Tidy up Lobby class Add a social bar along the bottom of the menu, put the party deck here Make PartyDeck suit the bottom left a bit better PartyDeck razor only view, split logic into static Party class that wraps the lobby Messed around with PartyDeck some more Party chatbox Fix missing using from rebase Style adjustments to PartyDeck, give a crown to the current party owner, add horizontal padding to player-info Move Lobby chat to menu chatbox, swap chat type with tab Style tweaks Chat channels merge together but display their colour Simple chat entry style I'm happy enough with for now When create/join lobby, switch chat channel to lobby. On leave switch back to party automatically Open Steam profiles in overlay when clicking name in chatbox (will likely put behind a context menu) Make avatar smaller, more margins, don't shit self on overflow, don't overlay on everything all the time (I'll code something better) Align chat messages with user info better Add an unread messages indicator and system messages Show the latest message over the chat box, dismiss on hover Fix Popup PositionMode.AboveLeft not working on different screen scales Stop abusing BuildHash, only need to rebuild the chat messages on new message Fix showing latest message, add some system messages to test it + unread Silly hover thing
2 Years Ago
Fix Popup PositionMode.AboveLeft not working on different screen scales Stop abusing BuildHash, only need to rebuild the chat messages on new message
2 Years Ago
Align chat messages with user info better Add an unread messages indicator and system messages Show the latest message over the chat box, dismiss on hover
2 Years Ago
Tidy up Lobby class Add a social bar along the bottom of the menu, put the party deck here Make PartyDeck suit the bottom left a bit better PartyDeck razor only view, split logic into static Party class that wraps the lobby Messed around with PartyDeck some more Party chatbox Fix missing using from rebase Style adjustments to PartyDeck, give a crown to the current party owner, add horizontal padding to player-info Move Lobby chat to menu chatbox, swap chat type with tab Style tweaks Chat channels merge together but display their colour Simple chat entry style I'm happy enough with for now When create/join lobby, switch chat channel to lobby. On leave switch back to party automatically Open Steam profiles in overlay when clicking name in chatbox (will likely put behind a context menu) Make avatar smaller, more margins, don't shit self on overflow, don't overlay on everything all the time (I'll code something better)
2 Years Ago
Recompile ui_text shader so it uses new scissoring, fixes them clipping badly with transforms
2 Years Ago
Move Lobby chat to menu chatbox, swap chat type with tab
2 Years Ago
Fix missing using from rebase
2 Years Ago
Tidy up Lobby class Add a social bar along the bottom of the menu, put the party deck here Make PartyDeck suit the bottom left a bit better PartyDeck razor only view, split logic into static Party class that wraps the lobby Messed around with PartyDeck some more Party chatbox
2 Years Ago
Enable Yoga fixes for absolute position percentages not accounting for padding edges, and trailing column margin
2 Years 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
2 Years 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
2 Years 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 Hook up row-gap, column-gap and gap css properties
2 Years 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
2 Years 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
2 Years 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
2 Years Ago
ui: add rounded corner scissoring (border-radius works with overflow: hidden) https://files.facepunch.com/matt/1b0811b1/sbox_gnbMdfYYuJ.png
2 Years Ago
ClothingContainer.DressEntity disable trace and queries on clothing entities
2 Years Ago
Make sure symlink reload queue actually gets cleared, accidentally returned ref instead of ptr Reload symlinked resident resources after loading runtime packages too
2 Years 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
2 Years 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
2 Years Ago
fix NRE on map uploads when the map addon contains skyboxes or prefabs
2 Years 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
2 Years 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
2 Years Ago
Cleanup dupe code, add some docs
2 Years Ago
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
2 Years Ago
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
2 Years Ago
Quick play around to see if a static API for HTTP is good
2 Years Ago
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
2 Years Ago
Model.Loaded uses WeakReference to not keep models that have no references loaded
2 Years 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 )
2 Years Ago
Add -noamsi command line parameter for testing
2 Years Ago
Revert "Only create resource dependency on texture .meta if it exists" This reverts commit 55e57df69e0f6335962a5923ef956b658e9e7393.
2 Years Ago
Only create resource dependency on texture .meta if it exists
2 Years Ago
Fix VR.Anchor not setting anchor angles
2 Years Ago
Remove this ancient source behaviour we've been keeping around that amplifies the Input.AnalogLook pitch by 1.5
2 Years Ago
Make Input serverside asserts a bit more clear
2 Years Ago
Input.AnalogLook and Input.AnalogMove are accessible serverside like everthing else in Input Use CircularBuffer for InputHistory
2 Years Ago
Hammer remote packages use new .bin path, remove all the legacy support Parallelize MapClass parsing
2 Years Ago
Fix for engine refactor