22,546 Commits over 1,614 Days - 0.58cph!
Delete Obsolete methods and variables related to Hitbox bones / groups
Fix mat_reloadshaders not trimming properly, check if shader resource file even exists for good measure
Force shaders changes in base to always compile optimized
We keep pushing unoptimized shaders. End user ends up having to compile them all the time when they want to build optimized shaders. Lets force base to always be optimized so we don't make this mistake again
Compile optimized versions of all base addon shaders
Remove some parts of material editor still assuming .vfx so we can start phasing it out
Fallback to error shader if setting up static combos for mode fails
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
Add back ogniks fix for sboxgame/issues/issues/2533
Remove refcount from vfx, the resource now has the refcount
Actually load all modes for error material, check for the actual error shader was wrong
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
Don't try to deallocate error resource, because this is a thing that happens apparently :S
Dont use GetErrorResource, it's fucking us up
Don't try to set default textures for raw material that has error shader
assign layer shader to error resource if it couldn't load the shader we want
null check resource data when deallocating shader resource (can this even happen tho?)
Make mat_print_shader_info work again
Make mat_print_shaders work again, mostly just for my own use
Just get rid of FreeAllUnreferencedData, shaders are destroyed when resource is, so this shouldn't be needed and if it is we can do it better anyway
particle procedural mat uses shaders/spritecard.shader for shader keyvalue
Easy case for delegate methods from non-swapped assemblies
Failing delegate swap involving same-named methods
Strategies for fixing HotloadTests.Delegate11
Don't free shaders for unused static combos until I figure out why it's crashing
More diagnostics for TestAccessControl and OnAddonsCompile with scopes of each stage
Fix asset.party sound(scapes) not loading for local maps
unless they were opened in Hammer first
Fixed Game Launcher play button not working on game start when the selected item is the first one
Added upgraded docking system
Fixed an issue with bind proxies change detection
Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change.
Fixes sboxgame/issues/issues/2594
Minor cleanups
Revert "Fixed an issue with bind proxies change detection"
This reverts commit 25876a3af2d31f764e5ccbcc3774b36b39b992e1.
Remove DisplayInfo.For cache, it sucked hard under parallelization - after thinking about the best way to do it, it doesn't need to be done really.. Can use TypeLibrary.GetDescription<T>() instead where it's already cached
Fix Hammer Asset Browser not creating
Update Facepunch.SymStore to .NET 7
Update Facepunch.SymStore.exe
Fix crash caused by invalid vertex stages trying to be loaded on material compilation
Embed shader macros so we know what combos are set when viewing shader debug info
Update Facepunch.SymStore.exe
Make Window.StatusBar able to handle late initialization of statusBar() - fixes Hammer asset browser assets disappearing due to native ptr in StatusBar being null
Citizen/animgraph: increased long idle tag trigger time from 5 to 60 seconds
Fixed an issue with bind proxies change detection but passes tests now
Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change.
Fixes sboxgame/issues/issues/2594
Merge branch 'master' of sbox
"Projcet" -> "Project"
Merge remote-tracking branch 'origin/master' into hotload-fixes
Get rid of soon-to-be-unused "context" arg in OnTryCreateNewInstance
Some more permutations of lambda method types
Big DelegateUpgrader rewrite
* A lot more careful about matching generated methods that change name
* Fixed case where swapping unchanged code would substitute in the wrong lambda method
* Now replace lambdas we can't find a match for with one that throws a helpful error (before they would become null)
Copy over changes for shader resources
Remove old .vfx, .vcs
Forgot some vpc files
Build content
Update assettypes.txt
Update resourcecompilersystem.cpp
Forgot shader asset type images
Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found
Enable all modes for error shader
Recompile all core shader resources from master
Update high_quality_reflections shader
Recompile base shaders
Update Graphics.Paint and PanelRenderer
Update shaders.def
Make damn sure all shaders are packed from vcs from master
Material doesn't grab shaders from resource system anymore until I figure out why it was fucking up
Switch back to using resource system to get shaders for material, remove vfx dictionary
Free shaders for static combos that have zero ref count
Destroy static combo shaders when deallocating shader resource
Create all modes for error material.. again
Switch to error resource if setting up static combos for mode fails
Switch to ResourceIsError for other places that need to check if a shader is error
Remove deallocate logs
Simplify mat_reloadshaders, just do a shader and used materials blocking reload
Fix assert on material layer destructor, static combo ref count should be fine to be zero here, we probably should reloaded shader
update all_shaders.txt
Allow access to material attributes without asserting, if modes have loaded
Delete me_shaderselect.cpp
Don't publish core/*.shader to steam 🦆
Update vfx_compile_helpers_d3d11.cpp
update content from master
Merge branch 'master' into shader-resources
update core materials from master
Add shader macros back in
Fix crash hopefully stopping build-content from failing
Merge pull request #651 from Facepunch/shader-resources
Shader resources
Fixed changing asset types breaking paths with spaces in Asset Browser
Added asset type locations to Everything in Hammer
https://files.facepunch.com/rubat/1b0111b1/4YRjDUkg2p.png
This only includes stuff that can be drag'n'dropped in Hammer
Fix soundscape drag'n'drop not applying offset from hit surface
New Outfit! - Bomber Jacket
https://files.facepunch.com/daniel/1b0111b1/slack_sEoatXbAqn.png
LODs and skinning adjustments coming.
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
Add SceneParticles.SetControlPoint that takes a snapshot
Cleanup AO functions
Make sure we have scene worlds before fetching one for the shape manager
CShapeManager: all of this should be const auto&
Can we stop pushing `#pragma optimize("",off)` to master
Remove vr_ prefix from things that aren't actually dependent on VR
vr_msaa is VR exclusive
Typo :S
Bomber Jacket LODs
Plus adjustments to Hivis Jacket LOD3 shape
Recursive content recompile
Skater Helmet LODs
+ Modeldoc adjustments to Hivis
light prefabs tweak, adding missing LOD to some models, model physic setup
Merge branch 'master' of sbox
Smart Jacket LODs
removing test asset
Merge branch 'master' of sbox
Added Input.SetViewAngles - actually sets view angles
Use Input.SetViewAngles for setpos/setang & Game.MoveToSpawnpoint
Added Go To option to entity list in tools (uses setpos concommand)
Fix cable_dynamic entity not existing
Merge branch 'master' into custom-client-input
More diagnostics for TestAccessControl and OnAddonsCompile with scopes of each stage
Fix asset.party sound(scapes) not loading for local maps
unless they were opened in Hammer first
Fixed Game Launcher play button not working on game start when the selected item is the first one
Added upgraded docking system
Fixed an issue with bind proxies change detection
Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change.
Fixes sboxgame/issues/issues/2594
Minor cleanups
Revert "Fixed an issue with bind proxies change detection"
This reverts commit 25876a3af2d31f764e5ccbcc3774b36b39b992e1.
Remove DisplayInfo.For cache, it sucked hard under parallelization - after thinking about the best way to do it, it doesn't need to be done really.. Can use TypeLibrary.GetDescription<T>() instead where it's already cached
Fix Hammer Asset Browser not creating
Update Facepunch.SymStore to .NET 7
Update Facepunch.SymStore.exe
Fix crash caused by invalid vertex stages trying to be loaded on material compilation
Embed shader macros so we know what combos are set when viewing shader debug info
Update Facepunch.SymStore.exe
Make Window.StatusBar able to handle late initialization of statusBar() - fixes Hammer asset browser assets disappearing due to native ptr in StatusBar being null
Citizen/animgraph: increased long idle tag trigger time from 5 to 60 seconds
Fixed an issue with bind proxies change detection but passes tests now
Fixes cases when the value of a bind proxy target or source changes after assigned but before the hash was calculated., making the 2 sides desynced until the next value change.
Fixes sboxgame/issues/issues/2594
Merge branch 'master' of sbox
"Projcet" -> "Project"
Fix crash when closing console and restoring default layout
Fix unable to close/open game view dock
Arrange View/ menu alphabetically
Fix gameframe fullscreen
Give Hammer asset browser object name and icon again
Merge branch 'master' into custom-client-input
Add shader macros back in
Fix crash hopefully stopping build-content from failing
Added Input.SetViewAngles - actually sets view angles
Use Input.SetViewAngles for setpos/setang & Game.MoveToSpawnpoint
Added Go To option to entity list in tools (uses setpos concommand)
Fix cable_dynamic entity not existing
update core materials from master
light prefabs tweak, adding missing LOD to some models, model physic setup
Merge branch 'master' of sbox
Smart Jacket LODs
removing test asset
Merge branch 'master' of sbox
Merge branch 'master' into shader-resources
removing test asset
Merge branch 'master' of sbox
update content from master
Update vfx_compile_helpers_d3d11.cpp
Copy over changes for shader resources
Remove old .vfx, .vcs
Forgot some vpc files
Build content
Update assettypes.txt
Update resourcecompilersystem.cpp
Forgot shader asset type images
Impl GetErrorResource for shader type manager so we get an error shader when shader can't be found
Enable all modes for error shader
Recompile all core shader resources from master
Update high_quality_reflections shader
Recompile base shaders
Update Graphics.Paint and PanelRenderer
Update shaders.def
Make damn sure all shaders are packed from vcs from master
Material doesn't grab shaders from resource system anymore until I figure out why it was fucking up
Switch back to using resource system to get shaders for material, remove vfx dictionary
Free shaders for static combos that have zero ref count
Destroy static combo shaders when deallocating shader resource
Create all modes for error material.. again
Switch to error resource if setting up static combos for mode fails
Switch to ResourceIsError for other places that need to check if a shader is error
Remove deallocate logs
Simplify mat_reloadshaders, just do a shader and used materials blocking reload
Fix assert on material layer destructor, static combo ref count should be fine to be zero here, we probably should reloaded shader
update all_shaders.txt
Allow access to material attributes without asserting, if modes have loaded
Delete me_shaderselect.cpp
Don't publish core/*.shader to steam 🦆
light prefabs tweak, adding missing LOD to some models, model physic setup
Merge branch 'master' of sbox
Skater Helmet LODs
+ Modeldoc adjustments to Hivis
Recursive content recompile
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 )
Don't publish core/*.shader to steam 🦆
Bomber Jacket LODs
Plus adjustments to Hivis Jacket LOD3 shape
Don't ship core/*.shader files to steam
Remove vr_ prefix from things that aren't actually dependent on VR
CShapeManager: all of this should be const auto&
Can we stop pushing `#pragma optimize("",off)` to master
Make sure we have scene worlds before fetching one for the shape manager
Add SceneParticles.SetControlPoint that takes a snapshot