250,102 Commits over 3,959 Days - 2.63cph!
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
Can jump out of water
Ladder climbing
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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
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
Fix action graphs in unsaved hammer maps
Associate graphs with a HammerSceneEditorSession if open in hammer,
which is resilient to renaming etc
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer
https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
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
SCSS calc tests for bare literal values, variables
UI: Push root values between building style and cascaded PreLayout
Treat worldpanels as layers
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
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
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
Whitelist System.Int128
sbox-issues/issues/6627
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
This conveyor isn't perfect, we're exploring
Intro area updates with water
Fix all deprecation warnings
Leaderboard backup, run #
14717
Fix null exception in PlayerStats.TryGet
WorldTextSceneObject needs to be OverlayWithDepth to have depth with draw solids
Jump clamping
DebugDraw text
Explode the player on high pressure
Fix winding in Gizmo.Draw.SolidBox
Add impulse to PhysicsContact
Fix dragging installed cloud assets, don't just bail if it can't find primary asset, fallback to url
Support drags from resource control into scene viewport https://files.facepunch.com/layla/1b1711b1/sbox-dev_A0eI3zWHiZ.mp4
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
Add a small delay before showing QTE ui.
Tweak sequence length ranges.
Negative modifier tweaks.
Fail state can now apply player modifiers.
Pressing a wrong key will now fail the QTE.
Add some placeholder modifier effects for fail state.
Merge from main -> copypaste
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.
Basic initial QTE sequence generation, just string based for now.
Trigger QTE event properly and with generated sequence.
TTT: fix ragdoll not being created if ttt_dyingshot is on
Community contribution
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
3p anims + updated worldmodel anims
EnableTouchPersists default to true on Rigidbody
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
Merged menu character animgraph into normal character animgraph. Character now looks at cursor on main menu
Added Head and Body LookAts to character animgraph
Merge branch 'main' of sbox-piecrumb