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7,601 Commits over 699 Days - 0.45cph!

1 Year Ago
decalstests
1 Year Ago
Created IRuntimeAsset (this is bad naming, review) SoundEvent now an IRuntimeAsset, so static definitions get full name and are created at loadtime
1 Year Ago
Compiled sounds Added JsonToKeyValues3 to EngineGlue Added Entity.EmitSound Create keyvalues3.def Create soundeventmanager.def WIP can define sound events in code
1 Year Ago
A bunch of Rust sounds Deleting these soundstacks Deleting these soundevents Add soundstacks_hlvr_core to the manifest
1 Year Ago
post process test
1 Year Ago
Added Player.Input Added Player.Tick Warn us about not precached stuff instead of popup assert GetParticleSystemIndex by default calls FindExistingResourceByNameLoadingJustInTime Interop gen treats anything starting with global as a global Bind DispatchParticleEffect Test tracer/impact particles
1 Year Ago
Fixed panorama keybinds not being set (hardcoding them in CUIInputEngine::ReloadKeyBindings instead)
1 Year Ago
Tool maps
1 Year Ago
ghost
1 Year Ago
Fixed modeldoc not opening models Updated testmap more rust models Unused
1 Year Ago
smg viewmodel
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
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
Remove material debug FileSystem:AddAddonsSearchPaths (review this later) Hammer map target location fix
1 Year Ago
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
1 Year Ago
Fix SkipToModRelativePathFromGameOrContentRelativePath in fileutils to work with our layout
1 Year Ago
Fixed model editor
1 Year Ago
Lets treat any files ending with _c as lfs citizen skin lfs
1 Year Ago
Allow loading from any "mod" in hammer
1 Year Ago
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
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
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