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21,411 Commits over 1,552 Days - 0.57cph!

4 Years Ago
Buffer up native console prints until newlines Disable ESP Clean up this code
4 Years Ago
Move hotloadmanager into Gamedll
4 Years Ago
Bot code Entity Flags binds Create EntityFlag.cs
4 Years Ago
Fixed eye angles on server
4 Years Ago
Allow model Just In Time loading Add CBaseModelEntity binds Crash todo in CModel::SetupAttachmentTransform Bind CSkeletonInstance Tweaked managed entity creation order so we can do stuff in Spawn Added ModelEntity Player derives from ModelEntity Don't call SetCollisionBounds from native baseplayer
4 Years Ago
PET: Don't give us any of the mod mismatch warnings
4 Years Ago
Test light impact, sound impact
4 Years Ago
Added gameglue Added Decals class Glass fixes Fixed exceptions due to LIGHTING_ORIGINS 0 testmap update Compiles
4 Years Ago
shatterglass materials/textures
4 Years Ago
Added "decalSpecularExp" to sheet.h so decal sheet will build
4 Years Ago
decalstests
4 Years Ago
Created IRuntimeAsset (this is bad naming, review) SoundEvent now an IRuntimeAsset, so static definitions get full name and are created at loadtime
4 Years Ago
Compiled sounds Added JsonToKeyValues3 to EngineGlue Added Entity.EmitSound Create keyvalues3.def Create soundeventmanager.def WIP can define sound events in code
4 Years Ago
A bunch of Rust sounds Deleting these soundstacks Deleting these soundevents Add soundstacks_hlvr_core to the manifest
4 Years Ago
post process test
4 Years 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
4 Years Ago
Fixed panorama keybinds not being set (hardcoding them in CUIInputEngine::ReloadKeyBindings instead)
4 Years Ago
Tool maps
4 Years Ago
ghost
4 Years Ago
Fixed modeldoc not opening models Updated testmap more rust models Unused
4 Years Ago
smg viewmodel
4 Years Ago
Removing unusable tools
4 Years 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
4 Years Ago
Hammer compilation fix These binaries are part of sbox_game now Updated testmap source
4 Years 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
4 Years Ago
vfxcompile - rejigged to compile to the core folder regardless of 'mod' folder
4 Years Ago
core content Unused
4 Years Ago
Fold sbox into core
4 Years Ago
Fixed contentbuilder with addon paths
4 Years Ago
Include ResourceCompiler contentbuilder works in root _src folders contentbuilder deletes orphans properly instead of trying to use p4 include contentbuilder in sbox_game
4 Years Ago
Fixed addon system shitting itself if a path had caps in it
4 Years Ago
Fixed crash in ValidatePrivateScriptScope
4 Years Ago
These were in the wrong folder
4 Years 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
4 Years Ago
Reference content
4 Years Ago
Unused citizen addon test map
4 Years Ago
Reverting attempt at resource system takeover
4 Years Ago
Engine rebuild
4 Years 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
4 Years 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
4 Years Ago
Remove material debug FileSystem:AddAddonsSearchPaths (review this later) Hammer map target location fix
4 Years 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
4 Years Ago
Fix SkipToModRelativePathFromGameOrContentRelativePath in fileutils to work with our layout
4 Years Ago
Fixed model editor
4 Years Ago
Lets treat any files ending with _c as lfs citizen skin lfs
4 Years Ago
Allow loading from any "mod" in hammer
4 Years 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
4 Years 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
4 Years 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
4 Years 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