20,930 Commits over 1,522 Days - 0.57cph!
Property calculate size of pathing coefficients
Rework scene management & disable embree by default for steam audio
*should* fix the steam audio crashes ***hopefully***
Tie simulation devices to be per context rather than per scene
Tag steamaudio_enabled so we can see it in Sentry, so we can be 100% sure
Add steamaudio_enabled cvar
Fix warnings on blendable and commit shader objects
Doh, fix steam audio baking to work again
Skip over mounting addon path if it doesn't exist
Revert "Lets try this"
This reverts commit 7531b00e15e30c5603af2cac268a4f3372870507.
Revert "Don't post sentry releases manually"
This reverts commit 7f6d1720c79c553baa942fcb00306070bfd222c5.
Revert "Use Sentry's own release action for more detail"
This reverts commit b109e9dfb0a3ae41ad72cee0801bebc4aa6eca43.
Remove GetContext etc from isteamaudio
Use Sentry's own release action for more detail
Don't post sentry releases manually
SA log printing
SA: Destroy the scene if we couldn't load map geometry
Use pointers, manual scene delete function, breadcrumbs
Fix unitialized memory and not binding shape buffer if running out of space in high quality reflections
Remove IsRunningRemoteSession nonsense
Null check in ComputeHierarchyBoneFlags
Possible fix for access violation in CServerSideClientBase::Disconnect
Null check in MarkBoneNeedsInterpolation
forgot to force add the .dll / .lib for aftermath
Catch nvidia gpu crashes with nsight aftermath and `-nvgpucrashdebugging` cli flag, struggling to get any significant context out of this on D3D11 so may just revert this at some point
Allow voice chat to be played 3d or 2d (default to 3d until we have something in the API to set it)
Fix Z-Fighting when cubemap bounds is the same as the geometry
Update tiled light builder shader objects
Fix data races on tiled light builder
Fix warnings from core shaders
Use 48 wide pixels for each tile
Make the category list less wide
Use Package.Org.Title on author name
Update GameList category style, ToolBar style
Make PerformanceStats.All a ConcurrentDictionary
Fix light typo on vr_lighting
Fix warnings on standard shading model
Iterate on tiled light builder
Update game icon style
Fix favourite game icons showing new elements
Update control mode button style
Make tile resolution proportional https://i.imgur.com/2knXfUw.png
Update game logo size, restyled favourite & thumbs
Treat warnings as errors on shader compilation on internal builds
m_pDriverVersion reports as "unknown" instead of a null string
Disable game launcher's play button while compiles are pending
Prevents a kick with flurry of errors
Fixed errors when deleting a ButtonEntity mid movement
don't use V_vsnprintf in SentryOutput, external code can specify the funky %S format specifiers
Texture2DBuilder.Finish(): correctly check the memory required for texures w/ mips
Possible fix for access violation in CreateAnimGraphInstance, although I suspect it's maybe an error in HAnimationGraph networking support
Use crashpad for fatal errors
Make spam setting speed on PlatformEntity work
(And spam StartMoving, etc)
Update steam audio to 4.11 but keep it as dynamic only for the time being since baked is not working :(
Fix editor fullscreen positioning
Launcher position cleanuip
Fix filter for addon switcher
advertising board - removed placeholder advert
office desk - removed until fixed
Merge branch 'master' of sbox
Remove fallback DX9 code for getting driver version, it's straightforward to grab from the registry by the DX adapter LUID.
This returns the same windows driver version numbers DX9 was reporting, but I've added some vendor specific renames
e.g for nvidia "31.0.15.1659" becomes "516.59" making it easier to filter by driver for us
rendersystemdx11: stop linking d3d9
rendersystemdx11: stop linking nvapi
LoadD3dCompiler calls Plat_LoadModule without full path ( this is exactly the same way ADJ and we use the same d3dcompiler_47.dll - so hopefully that fixes weird WINE shit )
Replace Direct3D 9 PIX with D3D11 ID3DUserDefinedAnnotation - we're getting a much better list of events in RenderDoc now too
New: https://files.facepunch.com/matt/1b2911b1/qrenderdoc_5uxtBKqZlV.png
Old: https://files.facepunch.com/matt/1b2911b1/qrenderdoc_fcTCgPGtQT.png
- Enable CPixEventScope to record events, these are used to tell us our View / Layer
- Don't limit these events behind Plat_IsRunningOnCustomerMachine() - there is no overhead and it can be incredibly helpful for us having them on Steam builds
Implemented following guidance of: https://developer.nvidia.com/blog/best-practices-gpu-performance-events/
rendersystemdx11: don't link d3dx11 legacy stuff
Fix ErrorReports::UpdateGpu usage from rebase conflcit
Delete dead D3DX dlls
Revert "office desk - wip"
This reverts commit c500813f83dffc62a407afba54ec9e378ab5700e.
Merge branch 'master' of sbox
office desk - moved to correct folder
Add nullcheck in CProceduralWorkingSet_MapReferences::UpdateAssetList
switch sentry backend to crashpad
Set error tag stating whether tools, server or game
Add error tag to determine whether running under proton
Lets record what gamemode and map we're crashing in, to see if there's any kind of patterns
Lets set the explicit path to crashpad_handler.exe instead of just hoping
Refresh wave lines for sound file preview on resize and maybe fix NRE while we're at it