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101 Commits over 30 Days - 0.14cph!

Today
Fixed crash on exit (uienginesource2 was trying to delete the filesystem, but we'd replaced it with our own - which is a pointer to a static)
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Today
Resource System notes
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Yesterday
Include steam_appid.txt in dedicated server This RawDataSerializer was doing jack shit
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Yesterday
Enable all hidden/restricted tools
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Yesterday
Make default keys something sensible Added CRawDataSerializer Network vars work again Update launchSettings.json
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2 Days Ago
Shutdown UI and clear gamemode on disconnect Tools rebuild Update net5 to 5.0.0-rc.2.20475.5
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2 Days Ago
Fixed entity list sync in console Fixed HUd could be on top of menu UI
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3 Days Ago
Launcher icon hammer.exe
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3 Days Ago
Game exe goes in the root folder Don't bother adding "GAMEBIN" search paths Update .gitignore
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3 Days Ago
Reduce transfer speed Downloaded files hierarchy Rename FileSystem to EngineFileSystem Rename FileSystem class to BaseFileSystem EngineFileSystem is internal Added FileSystem to Game dll Load layouts/stylesheets from FileSystem.Mounted
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4 Days Ago
Demo fixes
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4 Days Ago
Forgot c++ doesn't initialize pointers to null, god help us Init/Shutdown ServerSideClient on connect
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4 Days Ago
Network Ticking Increase network rate [review] File download poc Adding +networksystem to sandbox_game Add the ability to track PendingReliable from NetChan File transfer works Don't ship with networksystem.dll now we have it in sbox_game
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4 Days Ago
Custom Messages Bind CServerSideClient Added FIleSystem.FileSize Create INetworkServer, INetworkClient CNetworkGameClient, CServerSideClient have a m_pManaged - so we can jump shit straight through to the specific game dll without bunnyhopping through engine dll
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5 Days Ago
Added Crc32.FromStream Added Assets string table Added StringTable.Set Refactor GameContext interfaces into seperate Client + Server Server/AssetsList Fixed warning Added StringTable.GetData<T>( i ) Client process the asset list
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5 Days Ago
Make these asserts warnings so we can ignore them until we can't If StringTable changed to null from not null, we're shutting down, so shut it down Bind CNetworkGameClient Added SignOnState hooks to engineloop
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6 Days Ago
Delete GameManager Make sure all entities are released at game end Unregister client dlls on disconnect Clientside hotloading works Moved access control from Compiler
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6 Days Ago
Create Build-Engine.bat Removing unused from groups Retail mode Update Build-Retail.bat
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6 Days Ago
Keep this folder here Added Build-Game.bat Update vswhere.exe
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7 Days Ago
Cleaning up precaching a bunch of shit we're not using
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7 Days Ago
Trim the amount of debug console spam Add some more console spam Fix client addons using wrong Sandbox.Game
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7 Days Ago
Fixed writing the wrong data to stringtable Delete ServerLayer.cs When server starting a game, force recompille of everything Added GameLoop.Init, Deactivated hooks Compiler doesn't write to a temporary filesystem Create AssemblyTransport.cs Don't pass compilers to AccessControl Don't spam errors if client gamemode doesn't load StringTable.GetString, GetData Wrap stringtable change callback in a try/catch Added some common stuff to Global ClientAssemblyManager.Init moved to GameLoop:Init Split assembly init/hotloading from general loading Added ClientAssemblyManager
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7 Days Ago
Move Global to Sandbox.Game Increase string table max data size Server adds assemblies to string table
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7 Days Ago
Looks like net5 rc2 needs these delegates to be marked as unmanaged, which they are Interop: handle const void* casting to void* INetworkStringTable binds Interop: support for fastdelegate from managed function ptr Moved custom string table creation shit to c#
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8 Days Ago
Assemblies string table
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8 Days Ago
Schedule Cleanup Fix Sandbox.System warnings Fixed Sandbox.Engine warnings Fixed Sandbox.Game Warnings Code Cleanup Remove Unused Fixed HUD not showing
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8 Days Ago
Gamemode creates player entity InteropGen code should diff better Fixed hotloading Sandbox.Game.dll not working Use PlayerController
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8 Days Ago
Created sbox_shared.vpc Created sandbox.trace.cpp/h Added trace bind InteropGen added inherit and skipdefine keywords, removed Manifest hack Trtace works
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8 Days Ago
Send sidemove/forwardmove as normals Fixed prediction error Simple noclip movement in c#
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9 Days Ago
Added Sandbox.PlayerCommand Build tools Simplify CUserCmd Route UserCmd application through Sandbox::PlayerCommand
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9 Days Ago
Package updates Can toggle between showing client/server entity properties
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9 Days Ago
Dedicated server works again
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9 Days Ago
Remove native say, say_team concommands Add NativeEngine.ServerEngine Hook up calling client commands from the server Split time into RealTime (engine) and Time (game contexts) Setup Player Name properly Fixed SplitQuotesStrings empty quotes Clean debug output
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9 Days Ago
alt+f4 quits Client managed binds work Update game input state once, before taking input, so we don't have keypresses leaking between the game binds and ui Create client.engine.def Created Sandbox.Game version of ConsoleSystem, renamed Engine one to ConsoleEngine [revisit] Hook to EngineLoop::ClientCommand from CServerSideClient::ExecuteStringCommand
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9 Days Ago
Hijack transmitmode Fixed creating client entity before class is known [revisit this, send the class in a more native way] Crash fix: QueueSpawnEntity wants to be able to release the keyvalues itself Added GameLoop.OnClientPreOutput, OnClientPostOutput Remove EngineLoop.PreRenderUI Call IPreRenderUI.Run from OnClientPreOutput
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10 Days Ago
Rename EntitySystemServer to EntitySystem Fixed MyAddon compile errors Added GameLoop Fixed EngineEntityBase Library.Create reports TargetInvocationException nicer CGameEntitySystem::CreateFromManaged spawns ents properly GameLoop.OnActivate compiles gamemode addons, creates gamemode entity
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10 Days Ago
Fixed not redrawing when alt tabbed
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11 Days Ago
Fixed selected entity info showing nothing Refactor Source/SourceEngine into NativeEngine Refactor sandbox.<module>.h to interop.<module>.h
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11 Days Ago
Tools rebuild
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11 Days Ago
Fixed NRE in console when calling sv_entity_list Ignore .intermediate folders Update Microsoft.CodeAnalysis to 3.8.0-3.final so SourceGenerators work again
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11 Days Ago
Show client/server status in entity list Tell rcon which realm the entity is from when sending delete messages
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11 Days Ago
Clientside network entity create, cleanup
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11 Days Ago
Include Sandbox.Game.dll in addon csproj
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11 Days Ago
Cleaned Entity Destruct
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12 Days Ago
Hotload Fixed
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12 Days Ago
Run Updates Fixed ConsoleCommands
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12 Days Ago
Deleted Realm GameUI hides properly again Cleaning unused shit Moved interop defs to their own project Tools build Delete binaries that are rebuilt easily Ignore binaries Update access lists Ignore cfg/video.txt Create gamecontext.drawio.png
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12 Days Ago
Get managed function pointers via array instead of using coreclr Create Sandbox.Game Interop create via Sandbox.Interop.CreateInterface Add GameContext Definitions Updated for Sandbox.Game Create EngineLoop.cs Create IGameInterface.cs Engine InternalsVisibleTo Sandbox.Game Bootstrap do some Context checks Moved/Deleted from Sandbox.Engine Bind fixes Addons/Compiler loads through GameContexts Move AssemblyLoading shit out of Bootstrap Move Library to Sandbox.Game Don't register convars if not the right context Don't log until Bootstrap.PreInit - because we want the current dir to be set so the logs get in the right folder Fixed error if menu not compiled Add Sandbox.Game to BaseAccess.txt
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13 Days Ago
Update sandbox.client.win64.vdf Switch to unmanaged delegates
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13 Days Ago
Added interop boxed flag, for things like CEntityIndex CreateClientEntityFromNetwork re-implemented activated server interop Bind CEntityClass Interop: better casting Create entity.system.def Added EntityManager.CreateServerEntity Cleaner way to create entities with a enginename override Explicit casting fixes Overide entity creation in GameEntitySystem Remove rubbish in GameRules Updated Binds Interop: Access to all baseclass functions without casting Rebuild binds Cleaning generated code
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