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11,353 Commits over 1,338 Days - 0.35cph!

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
1 Year Ago
Fix directional lightmaps and tangents on shadingmodel (including blendable), cleanup blendable, make directional lightmap settings not user editable since they're bullshit for artists We always want fast compile on iterations Recompile blendable
1 Year Ago
Build rendersystemempty when building shaders
1 Year Ago
Add mat_free_shaders so I can see how many unreferenced shaders can be destroyed
1 Year Ago
Cleanup and strip native postprocess pipeline and shader, fix dx11 validation error, remove unused combos, features & attribute - remove unused convars: r_post_fxaa, r_post_vignette, r_post_film_grain, r_post_mirror_horizontal, r_post_mirror_vertical
1 Year Ago
SetDefaultToRendersystemEmpty for vfxcompile, this should allow it to run on build server I hope
1 Year Ago
Fix Graphics.DrawRoundedRectangle not drawing a border
1 Year Ago
Fix foliage shader always failing MD5 check, rare situation where the shader has a program defined (geometry shader) with no code inside
1 Year Ago
Blocking load static combo requests, seeing little or no benefit to async and it's fucking us over
1 Year Ago
Fix mat_reloadshaders not finding all the proper materials it needs to reload
1 Year Ago
Removed SteamVRImport as it was unused
1 Year Ago
Revert back to the old way of reloading materials, blocking resource reload isn't stable
1 Year Ago
Fix mat_reloadshaders not trimming properly, check if shader resource file even exists for good measure
1 Year Ago
Force shaders changes in base to always compile optimized We keep pushing unoptimized shaders. End user ends up having to compile them all the time when they want to build optimized shaders. Lets force base to always be optimized so we don't make this mistake again
1 Year Ago
Compile optimized versions of all base addon shaders
1 Year Ago
Remove some parts of material editor still assuming .vfx so we can start phasing it out
1 Year Ago
Fallback to error shader if setting up static combos for mode fails
1 Year Ago
Maps can use entities from addons tagged "map entity", these addons are mounted for the map independent of game and are accessible from Hammer entity tool
1 Year Ago
Add back ogniks fix for sboxgame/issues/issues/2533
1 Year Ago
Remove refcount from vfx, the resource now has the refcount