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9,456 Commits over 821 Days - 0.48cph!

1 Hour Ago
Replace tools addon usage of Utility.RunCommand
3 Hours Ago
Fix foliage shader always failing MD5 check, rare situation where the shader has a program defined (geometry shader) with no code inside
5 Hours Ago
Blocking load static combo requests, seeing little or no benefit to async and it's fucking us over
5 Hours Ago
Fix mat_reloadshaders not finding all the proper materials it needs to reload
5 Hours Ago
Delete Obsolete methods and variables related to Hitbox bones / groups Removed Sandbox.Hooks obsolete code Moved VoiceSpeaker, VoiceEntry, VoiceList to Sandbox.UI namespace, removed Style.Dirty usage Tools: Remove Utility.RunCommand, replace with ConsoleSystem.Run (to match Sandbox.Game)
5 Hours Ago
Removed SteamVRImport as it was unused
6 Hours Ago
Removed SteamVRImport as it was unused
Removed Sandbox.Hooks obsolete code Moved VoiceSpeaker, VoiceEntry, VoiceList to Sandbox.UI namespace, removed Style.Dirty usage Tools: Remove Utility.RunCommand, replace with ConsoleSystem.Run (to match Sandbox.Game)
Today
Split DelegateUpgrader up, mocked up same-named scope method solution
Today
Revert back to the old way of reloading materials, blocking resource reload isn't stable
Delete Obsolete methods and variables related to Hitbox bones / groups
Today
Fix mat_reloadshaders not trimming properly, check if shader resource file even exists for good measure
Today
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
Today
Compile optimized versions of all base addon shaders
Today
Remove some parts of material editor still assuming .vfx so we can start phasing it out
Today
Fallback to error shader if setting up static combos for mode fails
Today
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
Today
Add back ogniks fix for sboxgame/issues/issues/2533
Today
Remove refcount from vfx, the resource now has the refcount
Today
Actually load all modes for error material, check for the actual error shader was wrong
Today
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
Today
Don't try to deallocate error resource, because this is a thing that happens apparently :S
Today
Dont use GetErrorResource, it's fucking us up
Today
Don't try to set default textures for raw material that has error shader
Today
assign layer shader to error resource if it couldn't load the shader we want
Today
null check resource data when deallocating shader resource (can this even happen tho?)
Today
Make mat_print_shader_info work again
Today
Make mat_print_shaders work again, mostly just for my own use
Today
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
Yesterday
Easy case for delegate methods from non-swapped assemblies Failing delegate swap involving same-named methods Strategies for fixing HotloadTests.Delegate11
Yesterday
Don't free shaders for unused static combos until I figure out why it's crashing
Yesterday
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)
Yesterday
Build content
Yesterday
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
Yesterday
Merge fixes incompatible
Yesterday
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
Yesterday
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
Yesterday
Add shader macros back in Fix crash hopefully stopping build-content from failing
Yesterday
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
Yesterday
update core materials from master
Yesterday
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
Yesterday
removing test asset Merge branch 'master' of sbox
Yesterday
Smart Jacket LODs
Yesterday
update content from master
Yesterday
Update vfx_compile_helpers_d3d11.cpp
Yesterday
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 🦆
Yesterday
light prefabs tweak, adding missing LOD to some models, model physic setup Merge branch 'master' of sbox
Yesterday
Skater Helmet LODs + Modeldoc adjustments to Hivis
Yesterday
Recursive content recompile
Yesterday
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 )