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20,865 Commits over 1,522 Days - 0.57cph!

3 Years Ago
oops, fix wrong bind
3 Years Ago
Make PolygonMesh face Material work Add Hammer.CurrentMaterial
3 Years Ago
Iterate PolygonMesh API, remove dumb "Simple" naming from classes, Polygons are Faces instead, document better and optimize. PolygonMesh keeps it's own vertex list, allowing more advanced usages and simpler data stream construction * AddPolygon renamed to AddFace * PolygonMesh.AddVertex( ... ) returns an index you can use with AddFace( params int[] )
3 Years Ago
Fix assert in CChoiceUpdateNode
3 Years Ago
Set m_flCycleZeroTime to anim time if it's zero, fixes newly spawned entities not starting the animgraph at the start of the first sequence cycle. there's probably a better way to do this
3 Years Ago
Check if Steam is running on clients asap, prevents some crashes from us using Steamworks super early Hammer: Fix duplicate or remove non-working view modes / options in the view, mainly dota things
3 Years Ago
Remove another premature GetSteamUniverse() call that wasn't doing anything
3 Years Ago
Don't try to SteamAPI_Init() on dedicated servers or initialize the SteamGameServerAPIContext before we've called SteamGameServer_Init
3 Years Ago
Updated Hammer Key binding to include RT Baked Lighting
3 Years Ago
Hammer: Curved stairs primitive (experimental), not sure how to make it interact nicely within the bounding box. Need to expand the PolygonMesh API some more to allow face data UV axis too. https://files.facepunch.com/matt/1b1011b1/sbox_22SJRcVCiW.png
3 Years Ago
Remove QToolBlockUI which was just glue and do the whole thing in C#, remove some resulting dead code in CToolBlock Remove redundant mapdoclib stocksolids Hammer: Entity tool uses Block tool to place solid meshes w/ listeners, same way nav meshes are placed. https://files.facepunch.com/matt/1b1011b1/sbox_CsQvkTwpm5.png Mark these transform operations as internal, let's not just blindly expose C++ ways to the public API
3 Years Ago
Enable creating, enabling, disabling tool addons
3 Years Ago
Formalizing tool addon folder structure
3 Years Ago
Don't remove base tool addon Unregister tool assemblies on remove
3 Years Ago
Create tool addon, editor tool.minimal template edit Build projects for tool addons Add tool addons on startup, add
3 Years Ago
traffic cone - fix for #203 traffic cone - #203 Merge branch 'master' of sbox
3 Years Ago
Expirable SyncContext refactor * Rename MainThreadContext to ExpirableSynchronizationContext * ExpirableSynchronizationContext supports having multiple live instances on different threads * Added SyncContext static class to handle resetting on session end * MainThreadContext.Instance is now SyncContext.MainThread etc More control over addon tasks running on worker threads * Added an ExpirableSynchronizationContext for worker tasks * WorkerThread.Start() spawns a bunch of long running tasks to process addon tasks off the main thread * WorkerThread.Stop() causes those worker tasks to exit, can be restarted later * Stop worker threads during hotload * Fixed case where addon tasks that refuse to cancel could keep running forever on a worker thread Fixed errors after rebase
3 Years Ago
Carry over block state
3 Years Ago
Hammer transform operation -> C#
3 Years Ago
ui prelayout is 3x faster
3 Years Ago
Add nullcheck for static callers Fix chart not updating Fix unit tests
3 Years Ago
Add Widget.Lower, Widget.Raise Performance tab options
3 Years Ago
FidelityFX Super Resolution Rework the resolution rescaler to use FSR instead of bilinear to provide a higher quality image when rescaling from a smaller resolution scale back to native
3 Years Ago
Cleanup project generation Licensing
3 Years Ago
Move resolution rescaler to its own method
3 Years Ago
Remove calls to GetVideoMemoryInfo (slow)
3 Years Ago
Initial support for FidelityFX Super Resolution (it actually works this time) Setup presets for resolution scaling instead of a slider Implement RCAS Fix viewport offsets for FSR Remove remaining references of fow Cleanup post rebase
3 Years Ago
Ramp primitive Initial support for FidelityFX Super Resolution (it actually works this time) Setup presets for resolution scaling instead of a slider Implement RCAS Fix viewport offsets for FSR Remove remaining references of fow Cleanup post rebase
3 Years Ago
Initial support for FidelityFX Super Resolution (it actually works this time) Setup presets for resolution scaling instead of a slider Implement RCAS Fix viewport offsets for FSR Remove remaining references of fow Cleanup post rebase
3 Years Ago
Clean up debug output
3 Years Ago
Making SimpleMeshPolygon a class, since it's holding a List there's no benefit in it being a struct, Newlines after steam api context warning Formalize initialization of SimpleMeshPolygon
3 Years Ago
Release the QueryInterface ptr
3 Years Ago
Set multithread protected on d3d device https://docs.microsoft.com/en-us/windows/win32/api/mfobjects/nf-mfobjects-imfdxgidevicemanager-resetdevice
3 Years Ago
Add D3D11_CREATE_DEVICE_VIDEO_SUPPORT to device flags, encoder degrades performance without it
3 Years Ago
Make sure video encoder uses even width and height, nvidia drivers doesn't like encoding odd sizes
3 Years Ago
Render AO on dynamic objects, don't render it on monitors Refactor aoproxy code, add stub for cylinder aoproxy shape Aoproxy_splat objects
3 Years Ago
Aoproxy_splat objects
3 Years Ago
Decreased fog in Avatar editor
3 Years Ago
Updated Hammer Block Primitive You can now enable and disable faces.
3 Years Ago
New Full Outfit - Medieval Outfit For the King! Something a bit out-there. We have this nice new full set of clothing, chest armour - chainmail - and leg armour. All integrated and LOD'd. Works with other modular clothing pieces to create some fun results. More feminine outfits around the corner.
3 Years Ago
Namespace Hammer/MapDoc under Tools.MapEditor Add a simple MapMesh API for creating simple n-gon polygons programatically in tools addon layer Move Hammer Block tool to C# addon layer, developers can implement any geometry shapes using the simple polygon mesh API and full hotloading. Ported the following shapes to C# so far: Quad, Block, Cylinder Cleanup naming of everything, create the tool interface in a more sane way, port over more primitives. * GeometryTool -> BlockTool, keep the naming consistent with Hammer, it is a blocking out tool after all * Geometry -> PrimitiveBuilder * SimplyPolygonMeshDescription -> PolygonMesh - way less insane and future proofs us to binding it with CHammerPolyMesh, different ways to use it can be done on the class * Port Spike and Hole primitives, Linq makes them super easy to do * Hotloading triggers an update on the block tool, so when creating PrimitiveBuilders you see the changes straight away * Glue "Orient to the 2D view plane direction" checkbox to set the option in native Add Sphere primitive to C# block tool
3 Years Ago
Add Sphere primitive to C# block tool
3 Years Ago
Trim panel InnerHtml content from labels
3 Years Ago
Don't recreate Steam Api in dedicated server, so ip and steamid doesn't keep changing Strip some tv relay stuff
3 Years Ago
Only show download UI when downloading reset this shit here because they allocate arrays based on the number of bones, and while they change when the model handle changes, the model handle might not have changed (because it might have just changed from an error to loaded) On client model download, reload the model Reallocate CCompositeParentSpaceState if bone count changed CBodyGameSystem always RegisterToolsResourceListener Try to deal with broken resource reloads by restoring their old models and clearing the list
3 Years Ago
Render AO on dynamic objects, don't render it on monitors Refactor aoproxy code, add stub for cylinder aoproxy shape
3 Years Ago
Pass opacity to lightmapper for foliage shader
3 Years Ago
Allow models to have textures in RT bake preview
3 Years Ago
adding decals and material color variation Merge branch 'master' of sbox
3 Years Ago
Namespace Hammer/MapDoc under Tools.MapEditor Add a simple MapMesh API for creating simple n-gon polygons programatically in tools addon layer Move Hammer Block tool to C# addon layer, developers can implement any geometry shapes using the simple polygon mesh API and full hotloading. Ported the following shapes to C# so far: Quad, Block, Cylinder Cleanup naming of everything, create the tool interface in a more sane way, port over more primitives. * GeometryTool -> BlockTool, keep the naming consistent with Hammer, it is a blocking out tool after all * Geometry -> PrimitiveBuilder * SimplyPolygonMeshDescription -> PolygonMesh - way less insane and future proofs us to binding it with CHammerPolyMesh, different ways to use it can be done on the class * Port Spike and Hole primitives, Linq makes them super easy to do * Hotloading triggers an update on the block tool, so when creating PrimitiveBuilders you see the changes straight away * Glue "Orient to the 2D view plane direction" checkbox to set the option in native