17,272 Commits over 1,338 Days - 0.54cph!
Added ProjectedDecalSceneObject
- Removed SceneWorld related methods in DecalSystem that I added previously
- Doesn't support receiving lightmap info (yet)
Scaffold out CProjectedDecalSceneObject
Add ProjectedDecalSceneObject to managed, register handle
More work getting new sceneobject to parity with old system (still invisible)
Get rid of test code
Pass size through to decal update, prep some of the older attributes for baked lighting
Move decal attribute stuff into managed
Validity check
Small cleanup
Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type
Cleanup, update flags based on material
Remove unused file
Docs for ProjectedDecalSceneObject
Set mesh instance as owned, destroy existing mesh instance on update
Expose ProjectedDecalSceneObject to public
Validate material
Don't need this transform code
Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
Broad stroke networksystem replacement
Adds a network system, with host, connect2, status2 console commands for testing networking in the scene system.
Citizen/animgraph: lowered distance of strides in WalkFast_E/N, reining in the look of the legs especially once other layers contribute to the pose
Scaffold out CProjectedDecalSceneObject
Add ProjectedDecalSceneObject to managed, register handle
More work getting new sceneobject to parity with old system (still invisible)
Get rid of test code
Pass size through to decal update, prep some of the older attributes for baked lighting
Move decal attribute stuff into managed
Validity check
Small cleanup
Remove DecalSystem.CreateDecal( SceneWorld ), Decal.Place( SceneWorld ) in favor of the new SceneObject type
Cleanup, update flags based on material
Remove unused file
Docs for ProjectedDecalSceneObject
Set mesh instance as owned, destroy existing mesh instance on update
Expose ProjectedDecalSceneObject to public
Validate material
Don't need this transform code
Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
Add longer timeout for Sandbox.Http
Add Material and Size properties to ProjectedDecalSceneObject, hide Update method from public API
Host handles channel id's
Add status2
Force cursor visible if console visible
Refactor NetworkUser to NetworkChannel, make NetworkSystem internal
Filesystem initialization in the right place for unit tests
Try to get FACEPUNCH_ENGINE to be an absolute path
Get the engine env var from the process
Set the env var for the test folder during run
Move unit test location
Fix up unit test paths
We don't need to copy all this stuff anymore
Handle uri.IsPrivate exceptions
Don't try to load materials during unit test (todo)
Put filesystem testfolder in .source2
Don't upload unittest folder to Steam
Citizen/animgraph: added WalkFast_E/NE & updated S
Get rid of D_MULTIVIEW_INSTANCING combo
Revert "Latest compiled shaders" - sunlight shadows are fucked, and are fucked in any new shaders compiled. Not worth me debugging since the new lightbinner doesn't use them and is right around the corner
Add Speech.Synthesizer.WithRate to specify speed of speech. Added Synthesizer.OnVisemeReached which gives the user data on the sound's visemes
Viseme data here doesn't hook into anything right now.
Moved Sandbox.SpeechRecognition to Sandbox.Speech.Recognition, removed obsoletes
Forgot to rename SpeechRecognition.Reset to Speech.Recognition.Reset
Add basic text to speech support using System.Speech.Synthesis
- Use Sandbox.Speech.Synthesizer to build your text to speech sound and play it
- This probably doesn't work with Proton
VR - remove vulkan extension list spew, was using this to check something and forgot to remove it
Fix anchor positioning
VR: retrieve and save off HMD position immediately before calling RenderWithViewport
Gives us much better & up-to-date info to put inside VRTextureWithPose,
reprojection becomes much more accurate.
VR: controllers are correctly affected by anchor
Add Time.Scope
Don't send broadcast messages to connections that aren't fully connected
Allow GameNetworkSystem to push
Joined/Disconnected callbacks in GameNetworkSystem
Simple JsonMessage handling
Fix flex shorthand not catching length for basis
Add support for `white-space: pre-line`
Collapses whitespace but preserves linebreaks
Citizen: updated WalkFast_N
Clip intersecting geometry properly in directional AO, fixes intersecting ao geometry being draw white with negative division
Pass transforms to aoproxy updater instead of figuring them out in the function itself, add GetTransformTable to get all transforms from a sceneobject for that
Loose Jumper reskins - Football Goalie Jumper
Don't destroy PVS if it's also used in another SceneWorld
Nah that wasn't it + it already does this further down
Fix crash when clearing SceneMap worlds, we were setting PVS to nullptr instead of the default pvs
Re-add vendor info to TrackedDevice for `vr_info` debug command
VR input system supports device roles (i.e. left hand, right elbow, waist, chest), uses newer IVRInput system (paths etc.)
Add GameNetworkSystem
Snapshot transport
Add SceneParticles.SetNamedValue( string name, Vector3 value )
Update shader build github workflow
Fix out of bounds write in tiled_light_builder_cs causing nasty undefined behaviour
Tiled lighting branches properly, ideally this should be matured enough to not need to be toggled as it's vital to high perf
ByteStream tweaks
Put unit test project downloads in .source2
Application.IsUnitTest is true during unit tests
Basic, unoptimized message splitting
Reduce steam networking debug output
Collect game assemblies on join
Old envmap code
Fix cubemaps always using 1 extra cubemap they shouldn't be (need shader rebuild)
Before: https://files.facepunch.com/matt/1b0211b1/sbox_ZJY2zoiVoF.png
After: https://files.facepunch.com/matt/1b0211b1/sbox_Gvuv88s1oY.png
convolve_environment_map.shader - optimized compile + vk shader
Revert "Clamp panel scroll so you can't hyperscroll into oblivion"
This reverts commit ae00da50dc4754cfcae051e09e621346f06c8343.
This broke inversed axis scrolling, incorrect fix
Gather required packages & menu packages from server's game
Whitespace collapses by default & switch white-space to enum
Submit a VRTextureWithPose_t to compositor
New Outfit Piece! - Loose Jumper
LODs and skinning adjustments coming asap
Re-add some VR native submit code, looks like it got removed by mistake
Engine unit tests (disabled)
Remove unused
Prepare for -joinlocal
Handshake json messaging
Create NamedPipeTest.cs
Fixes