13,459 Commits over 1,522 Days - 0.37cph!
greatly optimize cssbox and improve image quality
Variable border size
Adjusted subpixel AA ratio, fixed a few units on cssbox, compiled shader
Merge branch 'master' of sbox
Fixed PostLevelLoaded being called in the wrong place, and being called multiple times
Merge branch 'master' of sbox
Fix text entry not updating data bind when deleting or backspacing
Scale Yoga values so we aren't snapping to pixels
Fix PhysicsHullFromRender calculated mass info
Fix PhysicsHullFromRender preview
Don't generate rpc __proxy method if we're an override, because the baseclass will have generated it
Fix translatey parsing
Delete crosshair panel immediately when destroying hud elements
CrosshairCanvas.SetCrosshair public
Merge branch 'master' of sbox
Asset browser: Support multiple filter by type anywhere in search bar
Fix browse textures as files in material editor using multiple jpg ext as filter
I'm commenting all these animgraph time > 0.0f asserts out, I reckon they don't account for predicted shit
ModelDoc: Fix fbx loader only using the first FbxPose (fixes loading models that have multiple bone roots)
Restore net_usesocketsforloopback
Fixed ActiveChild not being predicted 😟
Merge branch 'master' of sbox
Hide viewmodel if there's no view entity - viewmodel doesn't need to be a child of player/weapon
Clientside Authoritive entities use Player Predicted Time (fixes viewmodel deploy animation ping delay)
Bind StudioFrameAdvanceManual
Don't try to make clientside entities predictable
ShouldPredictAnimGraph always true
Player doesn't need to fall AnimFrame
Set ViewModel.Owner instead of .Parent - because it doesn't fuck with its position
Viewmodel anim tweaks
EnableClientsideAnimation doesn't seem to be doing anything useful
Fix animgraph prediction errors
Fix rust shotgun physics size
Fix typo of default type on comparing DoNotCastShadows attrib
Restore managed predicted data back to last prediction value at the end of PostNetworkDataReceived
Add [Predicted] (Variable gets saved and restored with other predicted variables, but isn't actually networked)
Fixed ActiveChild prediction errors
Merge branch 'master' of sbox
Flag the whole object to not cast shadows only if all materials are set to not cast
Shader objecrts for Skin shader with SSS for static lights
Merge branch 'master' of sbox
Codegen - dump a txt file on exception
Codegen: don't ReplaceSyntaxTree etc if only doing Source Generators
SourceGen: OwnerRpc should test this as well as Owner
CodeGen: Hook up rpc_read
Hoo up rpc_read_static
Added INetIdentifiable
NetRead/Write deal with strings nice
Fixed viewmodel dissapearing
Fixed global RPC codegen namespace
Fixed static single Client RPC not being static
Spawnlist scrollable
GameTask test
Sandbox.Generator - threaded and optimized, code gen went from 3.9 seconds worse to 0.02 seconds worse 😎
Cleaned up network attributes
Rpc's use NetRead and NetWrite
CodeGen tests
Made scoreboard header accessible
Merge branch 'master' of sbox
Fix assertion on calling IsVisible on updating visibility
Fix AO proxies appearing on invisible objects or out of PVS
Fix bug where whole object would not cast shadows if one material would be flagged as not castable
Merge branch 'master' of sbox
Add setters for PhysicsBody Mass and LocalMassCenter. Wheel tool copies mass of attached prop (for now)
Give thrusters a massless mode
Move glow stuff to Renderingpipeline rather than client
Update game console compiled css with what was on dev
Cleanup glow
More cleanup, HDR buffers
Nicer physgun glow color
Glow stencil shader
Reference on future steps
Merge branch 'master' of sbox
A few more Rust materials
Rust Export: Fix AO export
thumb_up
40
thumb_down
107
rust vehicles
Rust Export - Fix error with multiple colliders
thumb_up
36
thumb_down
112
rust rocks
Rust Export supports detail layer
Rust Export cache GetTextureChannelSingleColor
Rust Export export MeshCollider
Merge branch 'master' of sbox
thumb_up
35
thumb_down
108
Fixed forced inventory slot switch not being predicted
thumb_up
37
thumb_down
108
These errors are acceptable, happen after hotload
FirstPersonCamera stores its last worked out pos instead of counting on incoming value
Some rust/nature converts
Rust Exporter handles foliage better
Rust Exporter: Straight copy the texture if you can
Rust Exporter: textures all in one folder, don't copy over
Rust Exporter: Handle multiple materials
Merge branch 'master' of sbox
rust overgrowth
Touching these
thumb_up
35
thumb_down
106
Allow AnimEntity and PlayerAnimator to reset all params
Implement ShiftIntermediateDataForward
Prediction fixes
Speed up Assets.LoadAll a little bit
Ignore missing entity spawnicon icons
IEquatable for TimeSince, TimeUntil
Compare C# predicted data, warning on different (this'll need something done to it in the future, but it works for now)
Don't call RPCs if !Prediction.FirstTime
Don't play sounds if !Prediction.FirstTime
Don't create particles if !Prediction.FirstTime
Don't do surface effects if !Prediction.FirstTime
Strip SetPredictionEligible
Entities stop being predictable when they lose their local player owner
Ignore addons/*/Properties/launchSettings.json
Refactoring context
Texture.Load can supress missing warnings
Added Sandbox.LoopEvents to Sandbox.Game
Made a bunch of systems use LoopEvent.Init to init
CameraModifier clean on shutdown/init
Don't create code if code folder contains no .cs files
Revert "Try to normalize and scale forward and sideward anim params to keep in -1 to 1 range"
This reverts commit 26f05d1e5a3a8015c835ecd9e65d837729112242.
Try to normalize and scale forward and sideward anim params to keep in -1 to 1 range
net_fakelag prints back total value to avoid confusion
Fix driving prediction errors
Texture compile
Remove DebugOverlay
Add Prediction.FirstTime
Run IPlayerControllable's Ticks only in Prediction.FirstTime
Create .editorconfig
More reliable IsMainThread
Local View Angles
TimeSincePrimaryAttack, TimeSinceSecondaryAttack predicted
Added Entity.PredictionStore, Entity.PredictionRestore
Added accessors to TimeSince,
Update animgraph network vars immediately after player simulate (fixes a ton of prediction errors)
Added net_fakelag
Removing some unused shit
Update predicted vars as soon as we get them
Any entity with a predicted owner can be predicted
This was bullshit, weapons need to be predicted every tick
We don't need to ReadPredictedVars before camera update now
Prediction fixes
WriteNetworkEntities after player tick
Propertly remove net dirty entities clientside
Merge branch 'master' of sbox
Remove some massive unused compiled textures
Remove references to Reflex Sights
Remove old SSAO
Readd editor visualization shader source
Keep scalable ambient occlusion code so it's convars are still referenced, even if it's stubbed out
Strip out more HLVR code from our renderingpipeline ✂
Extract it properly (I think)