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22,466 Commits over 1,614 Days - 0.58cph!

1 Year Ago
Whoops, revert Log.Info back to Log.Trace here
1 Year Ago
Always call HotloadManager.Replace in PackageLoader.AddAssembly Updated docs to explain why
1 Year Ago
Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel
1 Year Ago
Docs for IVirtualCursor
1 Year Ago
Remove InputManifestTemplate/GamepadManifestTemplate groups from Sandbox.Game csproj since they don't exist Don't run ControllerInput.Tick at all if we don't have a controller
1 Year Ago
When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor)
1 Year Ago
Whitelist specific attributes in System.ComponentModel.DataAnnotations, avoiding CompareAttribute
1 Year Ago
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1 Year Ago
Move cubemap building to buildcubemaps.cpp so it's all in one place
1 Year Ago
Removed renderToCubemap and environmentMaps on camera renderer, not needed for this branch Remove changes to CCameraRenderer::RenderToTexture, not needed for this branch
1 Year Ago
Fix depth count for array texture, doesn't need to be * 6
1 Year Ago
C++20 Support * Using /permissive and /Wv:18 to start * Lots of odd fixes everywhere still coming from c++11 * Update protobuf to 24.3 and remove even older unused versions
1 Year Ago
Clean up
1 Year Ago
Don't enable D_WORLDPANEL combo inside panel layers, avoids multiple uses of worldpanel matrix when a filter is active sboxgame/issues/issues/4056
1 Year Ago
libprotobufd Remove all these unused old protobuf .lib this even older protobuf also wasn't being used
1 Year Ago
TypeLibrary uses dynamicAssembly to determine if dynamic, instead of checking for "package.*" Add Sandbox.Utility.Parallel Add Paint.LoadImage Can put [EditorForAssetType] on a static method Asset list cleanup
1 Year Ago
Fix bad lambda capture
1 Year Ago
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1 Year Ago
Fix bad dummy work items
1 Year Ago
Angles, Rotation, Vector2, Vector3, Vector4 all implement IParsable, have both TryParse and Parse + tests sboxgame/issues/issues/4051
1 Year Ago
Set up TypeLibrary when initializing unit tests
1 Year Ago
Remove unused code, documentation pass
1 Year Ago
Cut more code from lightbinner light allocs, means only spots will alloc properly for now but cleans a lot of this, align cbuffers, add ComputeDirectLightingForLight to unify lighting calculation on shader
1 Year Ago
Only use pointer-events on elements we want to click on for SocialBar
1 Year Ago
Angles/Vector3 Json handle null
1 Year Ago
Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input
1 Year Ago
Scope UI simulation Remove context hacks
1 Year Ago
Add an env var for the engine path Add Application static global class Add support for game code to have unit tests
1 Year Ago
Sort envmaps by array index before sorting by priority otherwise priority can fail!!!
1 Year Ago
Gizmo Draw Sprite alternative Gizmo object scope Gizmo object selection Add SelectionSystem BaseItemWidget has a SelectionSystem, which can be set (allowing selection sync)
1 Year Ago
Don't need to use MarkRenderTargetRead
1 Year Ago
Build 1 cubemap per frame for now, render thread getting overwhelmed?
1 Year Ago
Add new protobuf libs
1 Year Ago
Fix infinite loop, I'm very curious why this doesn't cause problems on master when it very obviously should
1 Year Ago
Build dirty cubemaps from OnClientOutput instead of OnFrameBoundary Render cubemaps by adding views and procedural layers Calculate bounds outside of CalculateNormalizationSH, dumb and also can't set scene object bounds during render
1 Year Ago
Turn on c++20 and see what fucks up Thats a lot of errors - lets do /permissive for now tier0: c++20 fixes More Update protobuf to 24.3, patch for source2 That's everything to make it compile
1 Year Ago
Run Input.SetFocus( null ) on IControllerInputSystem.Destroy
1 Year Ago
Add IControllerInputSystem.Destroy Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around Minor cleanup
1 Year Ago
Eliminate legacy per view lighting constants, eliminate mixed shadows, add placeholder to some constants where they should belong
1 Year Ago
Traverse blocks relative to the screen size, instead of set pixels
1 Year Ago
Expose ClearFlags Don't update PanelList if not visible Throw warning if enum property can't be shown for some reason Add SourceFile, SourceLine to SerializedProperty
1 Year Ago
When enabling VCS, use the mouse's current position
1 Year Ago
Remove PanelTraversalOverlay, it looked shit
1 Year Ago
Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead VCS: only tick for panels that want mouse input VCS: fix is-pressed style Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection Add PanelTraversalOverlay (for lack of a better name) Work on finding panels from delta, fixed not finding an initial focused panel Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel
1 Year Ago
PackageLoader rewrite * GameMenu games can have a Main method instead of a menu * Decoupled TypeLibrary and assembly loading * PackageLoader is responsible for loading packages into a LoadContext * PackageLoader.Enroller is responsible for enrolling loaded assemblies into TypeLibrary etc * A PackageLoader can have multiple Enrollers (needed for Editor) * Round the chunks in Graphics.Draw so when drawing Triangles they don't end up hanging over the chunk boundary * Add Draw.SolidTriangle
1 Year Ago
Change this Info to a Trace
1 Year Ago
further clean up TypeLibrary Enable fast hotload by default
1 Year Ago
Rename PackageLoader2 to PackageLoader Move GameAssemblyManager to clientdll Refactor static GameAssemblyManager to instance NetworkedAssemblyManager ClientDll uses PackageLoader Remove all the now unused junk from TypeLibrary
1 Year Ago
Check to see if an asset gets deleted from explorer - and mark it as deleted in the asset system Update asset browser list on content.changed Fix tooltips not being visible in the main menu, removed unused main menu style
1 Year Ago
Show the number of cubemaps built