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13,522 Commits over 1,522 Days - 0.37cph!

1 Year Ago
fix normal on pavement material/ asset cleanup Merge branch 'master' of sbox
1 Year Ago
SceneCamera.IsOrtho is SceneCamera.Ortho
1 Year Ago
Clarify Camera.FieldOfView is vertical and Screen.CreateVerticalFieldOfView converts horizontal -> vertical
1 Year Ago
Vector2.Dot returns float Vector3.Equals doesn't use AlmostEqual, but the == and != operators do Move a bunch of stuff from Client to IClient, PlayerId is now SteamId Client.Pawn is an IEntity Game becomes GameController, added Sandbox.Game namespace Move stuff from GameController to BaseGameController where possible Remove Sandbox.Hooks Rename CameraMode to CameraComponent Make CameraSetup internal Delete FixedCamera.cs Delete LookAtCamera.cs Obsolete [UseTemplate] so we appreciate the scope of removing it Move Event.Frame to Event.Client.Frame, add ToolEvent.Frame Add Event.Client.PreCamera, PostCamera Move Event.BuildInput to Event.Client.BuildInput Move default BuildInput to internal BaseGameController Rename files to match new classnames GameController becomes GameManager Delete CameraSetup Delete CurrentView Use Map.Camera in place of CurrentView Remove dof and motionblur from ViewDesc Delete BrushEntity.Solid (was obsolete) SurroundingBoundsType.Obb => SurroundingBoundsType.OBB Use RangedFloat in SoundEvent resource This change will make existing assets lose their PitchRandom/VolumeRandom until updated Move GlobalRpcHandler to Sandbox.Internal Make Sound.Index internal Hide Prediction.CommandsAcknowledged/LastExecutedPacketNum Move QTextBlock to Tools namespace Rename ModelDoc namespace to Sandbox.ModelEditor Also moved all ModelDoc node classes to Sandbox.ModelEditor.Nodes Renamed ModelDocAttributes.cs to ModelEditorAttributes.cs Delete Sandbox.ConstantBuffer (obsolete & unused) Delete TriggerHurt and TriggerTeleport (obsolete aliases) Delete TriggerMultiple.Wait (obsolete alias) Delete ModelBreakPiece.CollisionGroupOverride (obsolete) Delete CameraMode.DoFPoint/DoFBlurSize (obsolete) Add Local.UserPreference.DefaultFieldOfView Remove unused properties of Sandbox.Water EnableShadows/EnableFog/EnableRefraction Fixed main SceneCamera not controlling the render properly Remove SharedRendering/SetDevLayer hack Delete more obsoletes Deleted PhysicsWorld.IsPointWater Deleted Sandbox.Component.Glow.Active/RangeMin/RangeMax Deleted FogStength from all light entities Deleted OrthoLightEntity.UseFogNoShadows Deleted Global.IsDedicatedServer/PhysicsSubSteps/PhysicsTimeScale Deleted ScenePanel.CameraPosition/CameraRotation/FieldOfView/AmbientColor/ClearColor/ZNear/ZFar/DisablePostProcessing/SceneAttributes Delete CameraComponent DevCamera tweaks Remove Map.Camera, add global Camera Don't use EyeRotation for view angles - because it's laggy and fucked and I'm gonna remove it Remove Entity.,EyePosition, Entity.EyeRotation, Entity.EyeLocalPosition, Entity.EyeLocalRotation, Added Entity.GetAimRay() Delete StandardPlayerAnimator, PawnAnimator Refactoring Cleaning Notes for future Remove unsued Merge remote-tracking branch 'origin/pain-day-rubat1' into engine-refactor-1 Rename SurroundingBoundsType.OBB to SurroundingBoundsType.Object, comment out unused Remove now unused constant buffer binds Defaults for main camera Minimal template fixes Reduce default vertex size Move some stuff from base addon into the game dll protocol++ Add prediction tolerance to m_vecOrigin Split base and compiled assembly again Only compile base addon if we're a runtime game Remove debug Remove rest of fov hacking code, add Screen.CreateVerticalFieldOfView Update TransformTest.cs Fix Gamemode download unit test to use new assembly schema Disable tests that are too much work to get working yet Don't allow LocalScale < 0 Don't complain about TaskCanceledException on game shutdown Add Copy To Clipboard button to Stack property Add facepunch.unicycle_frenzy to test Lets mark a bunch of stuff as obsoleted so people aren't surprised Set default FOV back Merge pull request #669 from Facepunch/engine-refactor-1 orgs/sboxgame/discussions/2652
1 Year Ago
Only suppress texture deletion and not texture loading during managed render layers, fixes hangs
1 Year Ago
Always add "Compile" option for shader asset type
1 Year Ago
Do not display "Recompile" option for assets that can't be recompiled Not Upload => Pending Upload Added "Copy Asset Path" to context menu in asset.party asset browser Also made "Copy Path" for local assets copy the correct extension
1 Year Ago
Add support for TSPEC_USE_TYPED_IMAGEFORMAT back, video encoding needs this unfortunately
1 Year Ago
Fix soundscape NRE Fix PanelList overflow
1 Year Ago
Matched the volume of the grass footstep sound to match the rest
1 Year Ago
Fix monitor rendering in vr https://i.imgur.com/RxCVQ2h.png
1 Year Ago
Convert GameIcon & Home to razor Loading screen to razor Remove FriendLine html template
1 Year Ago
Backport latest texture manager changes from Valve, fixes for race conditions in async hookup jobs Suppress texture frame updates for render hooks, fixes bound textures with no references getting deleted before the frame fully ended Revert ScreenEffects workaround from not being able to Material.Load within RenderHook Fix leaky strong handle from RenderTools.RenderScene on unused returned ITexture
1 Year Ago
Remove/replace html templates in UI tests
1 Year Ago
Minor summary adjustment to PhysicsBody.SurfaceMaterial RangedFloat can be read from a number in JSON too
1 Year Ago
Remove subview stuff from vr.cpp, not neded in our case Remove FSR, wasn't doing much and was causing issues with VR stencil, fix vr stencil debug Granular foveated rendering, still needs cleanup Remove old deprecated depth of field, cleanup checkerboard reconstruction Add convars for vr_foveated_rendering Get center lens position from HMD, pass foveation parameters to GPU Cleanup and update shader files Readd FSR for now, wouldn't be able to properly remove it until we have a good replacement, but don't bother with it if we're in VR Remove unused convars Tweak autofidelity, remove autofidelity for multigpu, add autofidelity for mobile while at it, fix typo Tie vr_foveated_rendering to autofidelity, optimize shaders a bit Fix rebase changes for shader assets Merge pull request #652 from Facepunch/vr-foveated-rendering VR Foveated Rendering
1 Year Ago
Don't skip program when checking if shader is up to date if we failed to load the compiled version (it might not exist) memset shader header so we dont run into these issues that are caused by uninitialized memory
1 Year Ago
Update shaders.def
1 Year Ago
Trim slashes from shader path before compiling
1 Year Ago
Recompiled materials
1 Year Ago
Squashed commit of the following: commit f5d20681b7389cd09e9c877d4ea0d9e260762a44 Author: Rubat <3299036+robotboy655@users.noreply.github.com> Date: Mon Dec 5 21:48:02 2022 +0200 Delete Sandbox.Internal.Decals commit c9ed0a3acf8a248f4533109ddb63edba3a3c5330 Author: Rubat <3299036+robotboy655@users.noreply.github.com> Date: Mon Dec 5 21:43:19 2022 +0200 Remove obsoletes Removed Sandbox.SpotLightCone Removed Sandbox.SceneSpotLight.SpotCone Removed Sandbox.UI.DataSource.ArraySource Removed Sandbox.UI.DataSource.BaseDataSource Removed Sandbox.UI.DataSource.BindMethod Removed Sandbox.UI.DataSource.Property Removed Assert.True( bool ) in favor of Assert.True( bool, string=null ) Removed Assert.False( bool ) in favor of Assert.False( bool, string=null ) Removed Vector3.LerpTo( Vector3, float ) in favor of Vector3.LerpTo( Vector3, float, bool = true ) Removed Vector3.LerpTo( Vector3, Vector3 ) in favor of Vector3.LerpTo( Vector3, Vector3, bool = true ) Removed Sandbox.DecalSystem Nothing should be named "dynamic.*" anymore protocol++
1 Year Ago
Add search & button to display local maps for games with "this list only" map support
1 Year Ago
Rip the bandaid off and stop looking for "GameSettings" meta, only "PackageSettings"
1 Year Ago
Update ProjectConfig.Ident MinLength to 2
1 Year Ago
Clear buttons and AnalogMove for DevCamera Make Input.Clear internal as it's confusing (and server-side only). Update ThirdPersonCamera to use ClearButtons Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Updated game.minimal template to fix Input so people creating new projects won't be greeted with errors
1 Year Ago
Add OriginalViewAngles to Player Merge branch 'master' of github.com:Facepunch/sbox
1 Year Ago
Fixed server not correctly setting correct values for game settings
1 Year Ago
Experimental / PoC Limit stored custom inputs to a maximum of 256, removing older entries as new ones are added Added ButtonState intended for use with [ClientInput] Use TypeDescription to fetch property for [ClientInput] Add extensions for reading/writing Transform Add Transform.Read and Transform.Write Add support for Transform to [ClientInput] Added ButtonState.Pressed and ButtonState.Released with docs Fixed compile error from copy paste 🥴 Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property Revert "Make ButtonState a struct again but add a method `Set` so it doesn't need to be a class for the property" This reverts commit 6d29a14ea85614a2c91c8f670f73e5ebb30e60cf. Fixed IsDown / WasDown and also Pressed / Released being swapped Delta values for some stuff (only send stuff that changed since last cmd) Tidy up + add ManagedInputs Rename to PawnInput Just use TypeLibrary as its cached anyway Add comments + use TypeLibrary Add HasAttribute<T>() Merge branch 'master' into custom-client-input Don't add const to ArgPointer if asref is specified Rid of CUtlVectorByte in favor of direct byte arrays Make ButtonState a struct with implicit bool conversion Write dynamic assembly hash to managed input message. Check hashes match when deserializing, if they don't skip that input Merge branch 'master' into custom-client-input Prepare to move a bunch of stuff from user cmd to managed. Clear out eye angle stuff Start stripping out stuff that'll need implementing on pawn Merge branch 'master' into custom-client-input Match structs Input.LookDelta and Input.MoveDelta analog inputs + copy PawnInput props in MimicBot from target client Update (obsolete) player and controller examples to use the managed input / pawn inputs Try stripping out InputBuilder and see how it feels... Merge branch 'master' into custom-client-input Some extra docs + rename PawnInput to ClientInput Remove redundant inputs. Reverse yaw for bots Some additional documentation Move MimicBot to base addon Write -1 if entity is null Add ActiveChildInput and ensure children get added to Inventory on ClientSpawn so they match Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Can pass RenderAttributes into VertexBuffer.Draw Avoid conflicts Merge branch 'master' into custom-client-input Add Tony's change for always record voice in VR Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Remove code I added that wasn't needed Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge in Matt's Input.Pressed fix for when FPS is lower than tick rate Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Make sure StopProcessing is reset in Input.Process so that it isn't remembered next time Ensure InputDirection client input is consistently set to Input.AnalogMove for parity with old system Merge branch 'master' into custom-client-input Support extra types Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Early out if no managed inputs to write Additional types Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge branch 'master' into custom-client-input Merge fixes incompatible Merge branch 'master' into custom-client-input Merge remote-tracking branch 'origin/custom-client-input' protocol++ Remove obsolete
1 Year Ago
Unit test fix
1 Year Ago
Disable api protection unit tests (we're breaking the api now) Api++
1 Year Ago
Include program type in breadcrumb too
1 Year Ago
Remove Package.Query Clean up + document protocol stuff in c# Pass api protocol when querying packages
1 Year Ago
Don't say we have a shader program if there's no vcs data for it, might fix us not being able to decompress some static combos More breadcrum info
1 Year Ago
Oops, unmangle engine.def
1 Year Ago
Moved network and api protocol into src/common/protocol.h, deleted unused version stuff
1 Year Ago
This test is a bit subjective, lets give it more breathing room
1 Year Ago
Fix potential NRE in Panel.TickInternal() OnAssetFileChanged doesn't throw an exception when the file was deleted Handle and report template parsing exception Fixed exception reporting wrongly classifying old addons as engine exceptions Fix menu exceptions getting ignored Error reporting classify tools propertly Update exception dsn
1 Year Ago
Compile optimized base shaders again Redo public MSAA shader api & update glass/passthrough for it Should fix that random d3d11 error we get
1 Year Ago
Fix editor crash on exit (causing layout to not save)
1 Year Ago
Warn us if we can't open file stream for static combo decompression, I don't know if CUtlStreamBuffer warns us
1 Year Ago
Drop some shader related breadcrums
1 Year Ago
Allow to add non-forbidden headers to Http requests, we should replace this whole class soon
1 Year Ago
We aren't actually encoding normals on standard shader, so let's fix that, also let's have it DXT5 instead of BC7
1 Year Ago
Fixed numerous Rust models having incorrect collision
1 Year Ago
BuildShaders.bat needs to build the whole resource system now because shaders and resources. So do that.
1 Year Ago
Load spritecard shader with the main shader manager manifest so hopefully map compiler always has it loaded
1 Year Ago
Revert "Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum" This reverts commit aef55245f9cb3c500db9e32259cbde7f4b9f616d.
1 Year Ago
We do want to depth prepass in monitor views, it's much faster
1 Year Ago
Unify alphatested depth prepass stuff to r_depth_prepass, force it to have conservative culling, fixes aliasing on what's otherwise a fine painting to be put in a museum https://i.imgur.com/l5kIX0T.png