branchsbox/mastercancel

3,677 Commits over 487 Days - 0.31cph!

1 Year Ago
Removing unusable tools
1 Year Ago
contentbuilder, reconstruct addon path when copying compiled files If we have a content_src but no content, create it Don't tother adding not in leaf tags to stuff
1 Year Ago
Hammer compilation fix These binaries are part of sbox_game now Updated testmap source
1 Year Ago
Don't upload core_src to steam :D rebuild_all.bat for mods _src reference content compiled don't upload addon _src folders to steam Create user_keys_default.vcfg
1 Year Ago
vfxcompile - rejigged to compile to the core folder regardless of 'mod' folder
1 Year Ago
core content Unused
1 Year Ago
Fold sbox into core
1 Year Ago
Fixed contentbuilder with addon paths
1 Year Ago
Include ResourceCompiler contentbuilder works in root _src folders contentbuilder deletes orphans properly instead of trying to use p4 include contentbuilder in sbox_game
1 Year Ago
Fixed addon system shitting itself if a path had caps in it
1 Year Ago
Fixed crash in ValidatePrivateScriptScope
1 Year Ago
These were in the wrong folder
1 Year Ago
Move that big load of content into the right place 😫 Just stub this interface so we don't have to recompile the whole engine again Fixed startup_background AddAddonsSearchPaths for now Moved sbox_game to groups Added a bunch of missing tool config files Delete tools_thumbnail_cache.bin
1 Year Ago
Reference content
1 Year Ago
Unused citizen addon test map
1 Year Ago
Reverting attempt at resource system takeover
1 Year Ago
Engine rebuild
1 Year Ago
Adding +assetsystem to sbox_game move content\sbox to game\sbox_src move content/core to game/core_src Asset system content is in *_src instead of ../content/* Path Fixups Material editing works with new *_src paths Rust addon Changing default console port (vconsole fucks with it) Resource Compiler, compile to the right folder when addon I'm going to assume we don't need all this readonly shit Load asset info again material editor, hammer working with addons and addon *_src Citizen addon Colours Don't mark mod paths as read only ModIsVisibleToAsset always returns true Allow loading from any "mod" in hammer Lets treat any files ending with _c as lfs citizen skin lfs Fixed model editor Fix SkipToModRelativePathFromGameOrContentRelativePath in fileutils to work with our layout Add ignore tools_thumbnail_cache.bin SetModGameSubdir - skip the logic, always set it to sbox Fixed IsAddon logic being backwards in ComputeOutputFileName Local lightmap compilation is assumed Properly close clr host on shutdown Remove material debug FileSystem:AddAddonsSearchPaths (review this later) Hammer map target location fix Fixed CResourceCompilerContext::ContentPathToFullPath for new layout if we're compiling in %temp% then don't treat as an addon because the paths will be all fucky Call AddAddonsSearchPaths in standalone resourcecompiler.exe CResourceCompilerPathScope - don't limit/remove search paths - we don't give a fuck about that shit ComputeVpkName can be a shit ton simpler
1 Year Ago
Don't need FinalizeLoading now InteropGen - struct can define CreateUsing NetRuntime.RelativeToAbsolute hook Added CRD_RegisterResourceDataUtils::RegisterResource Allow resource loading to proceed with invalid headers (review: can we set it as a non valve resource so we don't need to hack around with this header) Resource Loading boilerplate Switched ManagedResourceHandle to use ::From instead of constructors (because constructors mean it stops bein pod) Load startup material from materials/startup.mat instead of materials/startup_background.vmat Init managed before creating the window so the filesystem shit can use it Latest Binds
1 Year Ago
Added IMaterial2.SetName Refactored asset loading takeover point Create materialsystem2.def Create EngineGlue Create ManagedResourceHandle Interop: add long/int64 support Pass IAsyncResourceDataRequest to asset loading AssetLoader foundation
1 Year Ago
Resource Load override point Add +materialsystem2 to sbox_game Added functions for runtime creation to IMaterial2 Added CMaterialSystem2.CreateRawMaterial() Don't add materialsystem2.dll to repo Added RegisterReference to IResourceSystem (allows adding dependant loads to a manifest) Pass manifest to ResourceLoadRequest Test: intercept startup_background.vmat load and create it in code
1 Year Ago
Don't commit resourcesystem.dll Make INetRuntime a tier2 Don't commit resourcefile.lib Allow us to dictate the resource type from filename/extension
1 Year Ago
engine2.vpc fix Add +resourcesystem +resourcefile to sbox_game
1 Year Ago
Refactored so inetruntime is in engine2 Fixed client missing files on startup Delete Unused
1 Year Ago
ResourceSystem notes
1 Year Ago
AppVerif toggle bat files
1 Year Ago
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)
1 Year Ago
Resource System notes
1 Year Ago
Include steam_appid.txt in dedicated server This RawDataSerializer was doing jack shit
1 Year Ago
Enable all hidden/restricted tools
1 Year Ago
Make default keys something sensible Added CRawDataSerializer Network vars work again Update launchSettings.json
1 Year Ago
Shutdown UI and clear gamemode on disconnect Tools rebuild Update net5 to 5.0.0-rc.2.20475.5
1 Year Ago
Fixed entity list sync in console Fixed HUd could be on top of menu UI
1 Year Ago
Launcher icon hammer.exe
1 Year Ago
Game exe goes in the root folder Don't bother adding "GAMEBIN" search paths Update .gitignore
1 Year 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
1 Year Ago
Demo fixes
1 Year Ago
Forgot c++ doesn't initialize pointers to null, god help us Init/Shutdown ServerSideClient on connect
1 Year 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
1 Year 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
1 Year 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
1 Year 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
1 Year 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
1 Year Ago
Create Build-Engine.bat Removing unused from groups Retail mode Update Build-Retail.bat
1 Year Ago
Keep this folder here Added Build-Game.bat Update vswhere.exe
1 Year Ago
Cleaning up precaching a bunch of shit we're not using
1 Year Ago
Trim the amount of debug console spam Add some more console spam Fix client addons using wrong Sandbox.Game
1 Year 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
1 Year Ago
Move Global to Sandbox.Game Increase string table max data size Server adds assemblies to string table
1 Year 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#