20,930 Commits over 1,522 Days - 0.57cph!
Reinstall crash handler after startup
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
Add core.voip_3d for when the user can set the sound asset for voice chat
Pass the client pawn to player voice stream so voice emits from player when a 3d sound asset is used for voice chat
Add voice chat speaker UI element
Add core.voip.sound so voice chat works again
office desk - wip
Merge branch 'master' of sbox
Remove magic number and reproject view for tiled light builder
Fix glows in Vr while we're at it, still pending rewrite
Preliminary support for VR in tiled light builder, include objects
Capture GPU information before it crashes
Initial work for VR Instancing for tiled light rendering
Hammer: fix crash when closing editor sessions with active working sets
New Outfit Piece - Army Shirt
New Army Shirt to help complete the Army Outfit, LODs and revised skinning coming ASAP. Plus a black version of the long hair and scruffy beard!
https://files.facepunch.com/daniel/1b2811b1/Photoshop_9b7Nkf3uk9.jpg
EntityTarget struct can now be used as a target_destination [Property]
Also added EntityTarget.IsValid() convenience function
Warning fixes
Increase trace ranges for ent_ commands, add ent_bbox
advertising board - moved LOD1 distance outwards
advertising board - removed burger self ilum
advertising board - missed orange self ilum
advertising board - removed self ilum until it works nicely with glass
advertising board - lod2 range tweak
Fix spritecard compilation
Reorganize steam audio scene shutdown
Attempt to fix all fatal errors grouping into one error
Possible crash fix in CBlendUpdateNode that seems to be popping up when joining boomer gamemode
Citizen/animgraph: some reorg & added left 90° shuffling (not working in-game yet)
Advertising board
-Normal map adjustment
-adjusted lods
-adjusted glass position
Looped paths with Hammer & path_platform support
https://files.facepunch.com/rubat/1b2711b1/sbox-dev_dMCeMtJZMO.gif
CCTV globe - adjusted mount and globe
Merge branch 'master' of sbox
Merge branch 'master' of sbox
Internal allocator for steam audio, hopefully this fixes that annoying crash
Close the session, hopefully that'll mark the session as crashed
Remove particle_parse nonsense
Remove physics_fx
Work on viewport level, optional single ratio, fixed bug with perfect fitting shadow maps
Remove te_worlddecal too, isn't doing anything
Remove a bunch of UTIL_ effects functions
Remove te_projecteddecal, no longer does anything and projected decals should be done in C# anyway
Same with te_decal
Remove a bunch of shoot decal functions that were just empty functions
Crash reporting stats fix
Complain about Steam not running instead of crashing
Remove native ambient_generic
Try to preserve velocity of physics smashing through glass https://files.facepunch.com/layla/1b2711b1/sbox_0054.mp4
Fix base physics not applying damage to other entity it hit, causing glass not to shatter from physics impacts
If we collide with a static, make sure we use that as the hit surface so volume is lower
Only call VPhysicsCollision once, in C# we play sounds for both surfaces
Remove VPhysicsCollision for CWorld so it uses base VPhysicsCollision
Don't play hit surface impact sound 20 units down, assuming this was a test that was never removed
Remove surface property editor, we don't use this tool anymore
Remove break sounds from physics game system, nothing calls this on the native side and we should be doing break sounds on the managed side anyway
Remove native info_particle_system - we have this in C#