branchsbox/oog-renderingcancel
35 Commits over 31 Days - 0.05cph!
Remove vmpi lib from vfxcompile
Hook up MainViewOrigin() etc for backcompat
Clean out g_pView
Refactor
Remove now unused code
Increase network protocol
Remove debug output
Stats.GetPlayerStats uses steamid parameter
Fixes sboxgame/issues/issues/3766
Add Entity.IsPawn
Fixes sboxgame/issues/issues/3927
Add SteamInput manifest file for deck
At the moment, all it does is make the right trackpad work
Citizen/animgraph: improved jumping feel by making the body & legs lean towards the landing direction
This exploits the system used to partially reflect your input while airborne, but it now *reverses it* once the initial jump impulse is over. https://files.facepunch.com/maxlebled/1b0311b1/2023-09-03%2021-51-46.mp4
Delete info_spawngroup_landmark & info_spawngroup_load_unload, never worked and we'll think of something better after meld
Delete info_dynamic_shadow_hint & info_dynamic_shadow_hint_box - unused
Delete env_spherical_vignette
info_overlay editor only c# definition, remove .fgd entry
info_notepad editor only c# definition, remove .fgd entry
remove func_instance fgd, unused
Trim some fat from the .fgd
Physics awake list uses aggregate instead of skeleton, cherry picked to make meld easier
info_cull_triangles .fgd -> c# editoronly def
Fix oopsie on info_overlay
visibility_hint .fgd -> c# editoronly def
Clear a bunch of these native -> nice conversions
Delete native point_worldtext
Remove game rules proxy entity, whatever that is
Fix asset spray tool model selection not working
Native can set managed asset picker initial search filter, material editor uses this for _color shit filtering
fuck off mysql_wrapper
Can right click textures for managed asset menu in met
Whitelist System.Threading.Tasks.Task.ContinueWith and System.Threading.Tasks.TaskContinuationOptions
closes sboxgame/issues/issues/3751
Delete env_clock and resourceprecacher
Delete keyframe_track and move_keyframed
Delete spatialentity and env_ambient_light, not even in the build
Delete some more unused client headers
Delete damagemodifier
Fix fgd dying because of func_instance line
Remove unused manual base address setting
Fix minor typo in vpc
WorldTextEntity draws its text in Hammer & added GIzmo.Draw.WorldText
Merge branch 'master' into oog-rendering
These transform scopeguards add complication where it's not needed
Don't assert on MATERIAL_LIGHT_POINT mixed light, just ignore it
Remove unused CreateWorld arguments
Simplify MapLoader, reduce mentions of Entities
Create a new camera on reset gamemenu env
Add comment in Rotation.Angles() for whoever comes to fix that bug
Support ortho views again
Remove unused
Remove unused
remove unused
Store tonemap, volumefog, postprocess on camera
Remove m_flVrChaperoneAreaRadius
Lets get CCameraRenderer in its own file
Strip unused fog convars
Fix scene map lights not setting light up vec for directionals, needed for mixed shadows to work properly. Enable mixed shadows on all lights for now
Fix map not using provided map loader
Clean up skybox rendering parameters into a struct, delete fogplayerparams_t
Safety attempt regarding CMeshSystem::ChangeModel and GetRayTracingEnvironment
When rendering a ClientDll scene, call into SBOX_Compat_ClientPreRender to set viewentity and tick CRenderGameSystem
Remove SceneFogParams_t, GameLoop::AddViewsToSceneSystem
Map loader & Map collision
Set up the PVS manually for spawngrouped maps - cuz they don't use our managed path
Fixed invalid grouping of members in rich presence, need to find out why the server's SteamID can become this
Make gamepad input poll properly in GameMenu
Game.AssertClientOrMenu includes GameMenu, fix Input.GetGlyph not working in GameMenu
Don't link channelrenderer in resourcecompiler, it doesn't exist anymore
Run ServerConfig.UpdateFromPackage after ServerInformation gets set, fixes bind collection failing to load in GameMenu
Remove unneeded rich presence setter
Run RichPresenceSystem.Tick in GameMenuDll instead, fixes presence being incorrect while in a game's menu
Young and Old Skin adjustments
Body groups no longer affect hitboxes / hitbox sets
Should fix sboxgame/issues/issues/2922
Remove native assetbrowser and replace all instances with our own asset picker ( orgs/sboxgame/discussions/3940 )
Restore AssetBrowser property attribute editor
Be more careful about finding active packages
Takes into account full / menu packages, fixes sboxgame/issues#3886
Delete vmpi completely, hastily removed from vrad2 (should be replaced with vrad3 really)
Scifi Helmet adjustments and LODs
Hotload test for dictionary enumeration order (sboxgame/issues#3391)
Use sorted dictionaries for network tables, component lists
Fixes sboxgame/issues#3391
Hotload: Support sorted dictionaries in DictionaryUpgrader
Update Microsoft.CodeAnalysis.CSharp 4.6.0 -> 4.7.0
Allow C# ref returns
Merge branch 'master' into oog-rendering
Move worldrenderer into engine2
Fix missed commits
Restore these methods for now
These calls to UpdateObjectsForRendering are required for client/server to spawn the map sceneobjects in
ComputeInfoForAdapter once per adapter
Fix editor startup error when game loads faster than menu (cherry pick me)
Fix managed calls to UpdateObjectsForRendering wrong lods
SceneWorld manages its PVS
CRenderingWorldSession is too full of shit, new class called CCameraRenderer, move what we need
Remove render pipeline logic from client.dll, just grab them in CRenderingWorldSession instead
Wrap CRenderingWorldSession in a c# object with gc, each SceneCamera gets one
fill in the rest of placeholder CViewSetup
Move GameUI renderer from a IRenderHandler
Strip IRenderHandler
Render a camera from c# instead of c++
Call client OnClientPreOutput from managed
EventClientPreRenderOnly_t is never used anywhere
Add EngineLoop.OnClientOutput, remove unused renderservice junk, remove render events from gameuiservice