241,596 Commits over 3,867 Days - 2.60cph!

4 Hours Ago
▆▇▍▊▋▋ ▇▇█▊▊▌▄▋▍▊▍▅▅ (▆▍█▅▆▄) ▇▇▇ ▍▊▊▄▉▋▍▉ ▌▅▇▄█▊ █▄▄▄▊▊▌▇▊ ▅▆▋▄▋
5 Hours Ago
+1 the month in the server browser last played
6 Hours Ago
Server browser: Added last played date display Addon Preset search box 360 controller configs have more reasonable binds Move gmod specific language strings from gameui_english To garrysmod_english Localization string for main menu blocked message Minor changes Fixed Lua errors when duplication limits are hit Change how custom spawnpoints are added to GMod So its not 27 duplicated .lua files
6 Hours Ago
FF & NeoTokyo spawnpoints + Map Category (Community Contribution) Rework how spawnpoint entities are added in base gamemode One file now, not 25 duplicated files. Minor code cleanups Linux: Do not ExecuteToPriority if there are no jobs This addresses slowdowns on Linux (srcds?) to do with the filesystem garrysmod-issues/issues/5932
Add ability to group selection into new parent GameObject, add bind (CTRL+SHIFT+G), resolves Facepunch/sbox-issues#6587
Today
Can jump out of water Ladder climbing
Today
Normalize map path name
Today
▉▆▄ ▅▊▉▆▌▊▄█▇▅ ▅▄▇▄ ▋▄ ▉▍▋▄▌▇▌▇▄ ▄▍ ▄▅▋ ▉█▆▄▇▅ ▄▄▋ █▆▇▌▆ ▉▅█▌▍▅ ▇▊ ▌▆▆▋▌▆ ▅▌▊▍▇▉▊▊ ▌▆▊▊▍█▆ ▆▋██ ▉▋▌ ▉▅▄▄█▍ ▊▍▌▉▆ ▌ ▌▌▌▆ ▄▇ ▊▍▇ ▆▆▇▅▌▇
Today
Fortress Forever + NeoTokyo support: Info_ff_teamspawn (#2044) * Fortress Forever spawnpoint * Added info_ff_teamspawn to player.lua * Update getmaps.lua I almost forgot the getmaps thing for Fortress Forever. * Create info_player_attacker.lua NeoTokyo Attacker spawnpoint * NeoTokyo defender spawnpoint See prior commit * NEOTOKYO spawnpoints, too! * Update player.lua * Update player.lua --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Today
Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc
Today
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
Today
Move & scale scene camera speed overlay based on DPI Fixes it being out of place on HiDPI monitors https://files.facepunch.com/alexguthrie/1b1711b1/sbox-dev_59G1WDRdBm.png
Added Custom Pixel Cursors Updated various UI elements to have cursor reactivity Fix CraftingStation NRE if player dies when in menu. Force close any open Modals on death Fishing Minigame has a chance for Treasure to appear. Can optionally go for the Treasure or the Fish Fix Cooking Skill, and Cooking Pot Tile issues Cooking Pot has a custom UI which only takes single items instead of item stacks Fix CraftingStationPanel NREs Cooking Pot no longer duplicates items when adding to Pot Replaced individual food prefabs with a single food prefab that pulls healing information from ItemResource Added Cooking Recipes and "Unknown Mess" food item which is crafted when using an invalid recipe Cooking Pot now has progress bar Moved all Tile-related WorldPanels into the WorldPanels folder Added CookingStationPanel for overworld progress view
Today
SCSS calc tests for bare literal values, variables UI: Push root values between building style and cascaded PreLayout Treat worldpanels as layers
Today
stage progress
Today
Swimming
Today
Add vector3.InverseLerp Add Collider.FindClosestPoint( p )
Expose Achievement.Score, resolves Facepunch/sbox-issues#6585
Only provide SourceLocationAttribute on primary class declarations, fixes "Open Component.Partial.cs", resolves Facepunch/sbox-issues#6612
Today
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open
Today
Sometimes ManifoldPoint->Impulse is nan, I don't know if that's expected Add Rigidbody.Touching - which returns a list of triggers that it's currently touching Prevent leaving triggers early when you have multiple colliders - I don't enjoy the amount of complexity this adds
Today
Whitelist System.Int128 sbox-issues/issues/6627
Today
Proper TAA, option for spartial or temporal blur
"Current Project" in Asset Browser is actually the current project, though this is probably already fixed in the new asset browser Resolves Facepunch/sbox-issues#6614
Read input config when changing input settings, resolves Facepunch/sbox-issues#6590, Facepunch/sbox-issues#6599
Today
This conveyor isn't perfect, we're exploring
Today
Intro area updates with water
Today
Ground friction
Today
Fix all deprecation warnings
Leaderboard backup, run #14717
Today
Fix null exception in PlayerStats.TryGet
Today
WorldTextSceneObject needs to be OverlayWithDepth to have depth with draw solids
Today
Jump clamping DebugDraw text Explode the player on high pressure
Today
Fix winding in Gizmo.Draw.SolidBox
Today
Add impulse to PhysicsContact
Today
Fix dragging installed cloud assets, don't just bail if it can't find primary asset, fallback to url
Today
Support drags from resource control into scene viewport https://files.facepunch.com/layla/1b1711b1/sbox-dev_A0eI3zWHiZ.mp4
Today
Create and cache line shader outside of SceneLineObject constructor, these scene objects are created on a thread and material load has to be on main thread
Yesterday
Add a small delay before showing QTE ui.
Yesterday
Tweak sequence length ranges. Negative modifier tweaks.
Yesterday
Fail state can now apply player modifiers. Pressing a wrong key will now fail the QTE. Add some placeholder modifier effects for fail state.
Yesterday
Merge from main -> copypaste
Yesterday
QTE entity start/stop/complete triggering. UI interacts with the entity. Completing the QTE now triggers the entity completion methods, ending the gesture, hiding the UI and clearing any associated player for SingularInteraction qte entities.
Yesterday
Basic initial QTE sequence generation, just string based for now. Trigger QTE event properly and with generated sequence.
Yesterday
TTT: fix ragdoll not being created if ttt_dyingshot is on Community contribution
Yesterday
Adjust how we disable self-unblocking for Lua-blocked navmeshes Adds NAV_MESH_BLOCKED_LUA Navmesh auto-blocking checks now run on map start/cleanup Makes certain code that was meant to run on map cleanup to actually run now. Also updates blocked status of nav areas on map load
Yesterday
3p anims + updated worldmodel anims
Yesterday
EnableTouchPersists default to true on Rigidbody
Yesterday
merge from Halloween24
Yesterday
More sensible defaults for 360 controller bindings $eyeposition and $illumposition are now affected by $scale Block gui/input.SetCursorPos while main menu is open Fixed regression with nav_update_blocked concommand Make gui.HideGameUI work more like the hook Instead of disabling the function entirely, holding shift would disable its functionality, and it displays a message on how to bypass it, if it blocks the main menu one too many times. Temporarily disable 24BPP optimization for .png/.jpeg loader