218,761 Commits over 3,624 Days - 2.52cph!

Today
Fixed firefly artifacts blowing up bloom on glass modding cubes
Today
player update. exported/setup rf transmitter anim set, created new overholdtype for it and edited detonator entity
Today
wall_brick_b2 meta
Today
lighter brick material added (wall_brick_b2)
Today
Make everything that uses gametags use the same restriction logic
Today
Some cleanup
Today
Merge from /main/shader-memory-review3 => ~30% shader memory reduction
Today
Basic support for RangedFloat in SerializedObject SoundEvent's sounds are sounds instead of strings MinMax to Range, string[] to List<string> in our Resource definitions Add sound preview button to ResourceControlWidget GameResource inspector uses new ControlWidgets instead of PropertySheet SerializedObjects, share type conversion code more Add SerializedDictionary + unit tests Add DictionaryControlWidget Update ClothingEditor to use SerializedObject
Today
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Today
merge from fix_convar_property_nre
Today
merge from static_elevator_door_fix
Today
Fix NRE when trying to access null string ConVars (changed codegen) Run codegen
Today
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Today
merge from red_overlay_swap
Today
Component editor
More post-rebase fixes
Today
Unused usings
Today
Can specify what happens to a network object when owner disconnects - don't love the naming
Delete minimal.scene Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead VCS: only tick for panels that want mouse input VCS: fix is-pressed style Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection Add PanelTraversalOverlay (for lack of a better name) Work on finding panels from delta, fixed not finding an initial focused panel Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels Add IControllerInputSystem.Destroy Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around Minor cleanup Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) Remove InputManifestTemplate/GamepadManifestTemplate groups from Sandbox.Game csproj since they don't exist Don't run ControllerInput.Tick at all if we don't have a controller Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI Post-merge fix Support Alex's scrolling Post-merge fix Usability improvements to PanelTraversalSystem https://files.facepunch.com/tony/1b0111b1/parsecd_jzxSdkesRI.mp4 Update PackageCard to add hover style to package body, can click entire body to open overlay Refactor controller input polling, insert into AccumActionsPressed|Released and have the input context system handle everything else. Makes gamepad Input.Pressed/Released work properly ControllerInput: use correct actionset actions for dpad/select actions if we're actually in-game.. I really hate this, and want to change it asap Get rid of InputState.Controller, it doesn't serve any puspose Post-rebase fix
Today
Set clipping checks to true by default when creating a new BaseVehicle
Today
Fixed Sync vars on derived component types not working
Today
Drag references to GameObjects / Components from scene view https://files.facepunch.com/ziks/2024-02-21/devenv_pNaqhLJEaQ.mp4
Today
Host Sync Vars (#1462) * NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_) * When using WriteAll always write all regardless of control. Make it so unless YOU control a Sync property you can't physically change its value * Revert that for now - let people change Sync var value locally as it was before, we can try to find a better way to prevent this later. Complication comes from INetworkCustom * Remove redundant call * Let''s have each entry define if it has changes now that each one can be potentially controlled by different clients. Make sure we clear changed flag on entry when reading it. NetworkTable.HasChanges will now return true if any entry we have control over is dirty * Clarify comment * Let's call it HostSync * Prevent actual setting of Sync property, modification of NetList, or NetDictionary if you don't have control over it. Non-owner, non-host can't change the values locally, they _must_ be what the synchronized value is * We can always set the property if network not initialized * Default HasControl to true for NetList/NetDictionary in-case not set
Today
Default HasControl to true for NetList/NetDictionary in-case not set
Today
Let's call it HostSync Prevent actual setting of Sync property, modification of NetList, or NetDictionary if you don't have control over it. Non-owner, non-host can't change the values locally, they _must_ be what the synchronized value is We can always set the property if network not initialized
Today
Place cursor at the lineedit when not editing (fixes sbox-issues/issues/4898)
Today
Fix prefab cloning not obeying startenabled, added unit tests (fixes sbox-issues/issues/4871)
Today
Apply GameTags straight away, instead of deferring
Initial scientist AI design file
Today
Random point in sphere navmesh test
Today
Fix NavMeshAgent exception (fixes sbox-issues/issues/4901) NavMesh.GetRandomPoint does more what you would expect (fixes sbox-issues/issues/4897)
Merge from main
Merge from main
Refined jaw movement in tutorial NPC anims. Updated NPC attire.
Leaderboard backup, run #9772
Adjusted Tutorial NPC head look weight to 0.5
Lowered opacity of building guide placement material
Today
Expose head look weight on tutorial NPC, set to 0.7 (was 1) Head look now only applies if the player is talking
Today
Saving and loading
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Rigging package
Today
Improved camera FOV calculation
Today
Crane can pickup and move objects to a specific target position/rotation
Today
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Today
Allow item position offset settings just for skin viewer
Today
Removed param override, it didn't work how I hoped
Today
Make "head only" the default
Today
- Put "Always" mode only in BaseVehicle, since generic mountables should never use it. - Moved the public inspector params out of #SERVER area (can cause issues when they're inside).