248,623 Commits over 3,928 Days - 2.64cph!

17 Days Ago
Manifest
17 Days Ago
More adjustments, can now accept either a player ID or player name
17 Days Ago
Adjusted clearUGCByPlayer convar to not require the player to be online
17 Days Ago
Merge from xmas2024
17 Days Ago
Removed a WaterVisibilityTrigger from the root xmas dungeon prefab
17 Days Ago
Make Hammer use gmod.exe when generating GameConfig.txt
17 Days Ago
Fixed typo in SteamClient.cs Merge pull request #742 from height229/master Fixed typo in SteamClient.cs
17 Days Ago
Fix OnNewLaunchParameters never getting called Merge pull request #709 from Zyhlon/master Fixes #553 OnNewLaunchParameters never getting called
17 Days Ago
Gallop gait tweaks
17 Days Ago
More UI styling/updates.
17 Days Ago
Make sure we're correctly registering a resource or promise from Asset.LoadGameResource, resolves Facepunch/sbox-issues#6952 Tick FileWatchers after compiling all assets on startup, resolves Facepunch/sbox-issues#6635 Remove unsued Update test packages Update cecil Update skia to 3.1 Clear cached material override on sceneobject when changing model so it can be set again - Fixes model renderer not applying material override on model change Fix compile warning Shaders Shader functions can specify storage class (static) and specify inline without erroring now Fix minor typo Added Multiedit support to TagSets. Resolves Facepunch/sbox-issues#6882 https://files.facepunch.com/CarsonKompon/2024/December/05_10-10-LividGallowaycow.mp4 Rename TagSetControlWidget file name to match class name Bindless shader API class Use custom Qt styling/preferences in Launcher as well Launcher: this is a sort not a filter so don't call it one Move DefaultProjectLocation from editor cookie to launcher cookie, since we stopped saving that at some point Fix project location label being squished Be explicit AmbientOcclusion is ScreenSpaceAmbientOcclusion, attribute AmbientOcclusionIndex -> ScreenSpaceAmbientOcclusionTexture GpuBuffer obsoletes ComputeBuffer to prevent confusion that it's compute exclusive * Non templated version because sometimes your buffer will have various types * Usage flags can be combined now, e.g a buffer can be used as an IndexBuffer but also ByteAddress for compute shader * Added additional error checking, exposed readonly properties for count/size/usage * Added CodeUpgrader for ComputeBuffer -> GpuBuffer * Fix Terrain materials buffer overflowing its gpu buffer Fix ssao shader include Another fix what is this Add Graphics.Draw from GpuBuffer<T> vfx: remove unused HEADER { } carp vfx: remove GetDefaultBlock which is randomly not used for any but MODES block, default modes = just Default() everything else is too magic bullshit This seems bad Citizen: disabled AO proxy nodes now that AO proxy support has been removed Citizen/animgraph: reworked the skid parameters. Values are normalized. 'skid' (0,1) should now be only purely derived from 'skid_x' & 'skid_y' (-1,1) and would be a function of distance from center in their 2D blendspace. Made the layer into a model-space additive. Keep version, we'll use it in a different way Citizen/animgraph: flipped order of compositing operations in skidding to fix arms pose (wish_*-based flailing comes after addition) + rewrote and updated some comments around the graph Hair Updates Proper object.Equals overrides for AssetBrowser entries Asset browser: fixes for thumbnails not displaying/regenerating properly Make sure SoundEvent is compiled before we try to add sounds to it. Fixes Right Click MP3 -> Create Sound Event(s) Don't use absolute path when creating sounds from mp3s Temporarily comment skid lines out in MoveMode while they're not accounting for the latest changes to the parameters Hair Updates AbsolutePath is required only for registering the asset Added Multiedit to RangedFloat (so you can edit all your sounds at once) AudioDistanceFloatProperties now support Multiedit ButtonControlWidget now supports Multiedit, will invoke the function on all selected Components GradientEditorWidget now supports Multiedit CurveControlWidget now supports Multiedit Remove unused r_tiled_rendering_depth_cull Unused VR rendering layers (probably) Fix collision events returning incorrect per triangle surfaces Fix updating tags removing trigger contacts, only shapes that ignore each other should have contacts removed Position editor tool only smooth moves rigidbodies that have motion enabled Dead cubemap rendering code Remove some unused code from src/common Delete public/assetrename Delete more from common Delete infectedwoundrenderdata Asset preview dmx Allow create model context menu item for fbx, obj, dmx Restore this fbx blend shape normals code, at the time it was fucked but now it looks correct, recursive destroy on fbx mesh copies may have been causing it - Fixes incorrect normal smoothing on fbx meshes that include morphs that aren't being used Pull latest changes from FP recastnavigation fork Among upstream recast changes this also includes a change to: Bump RC_SPAN_HEIGHT_BITS from 13 to 16 Increasing the bits used, will yield more accurate height information in the generated navmesh voxels & polys. This does not change the size of rcSpan on x64 platforms. (See https://godbolt.org/z/4eKq45daK) Therefore, this is free accuracy improvement without perf or memory impact. Add Reset to Default button in InputPage, to restore to common inputs, resolves Facepunch/sbox-issues#7109 Fixed not being able to select ModelRenderers while drawing gizmos was disabled, resolves Facepunch/sbox-issues#7100 Cloud Browser: Add ability to uninstall multiselect assets, resolves Facepunch/sbox-issues#7097 Fix Gizmo.Control.Capsule (has it ever worked properly?) Don't use MarkDirty in collider, it is causing a double collider rebuild, in turn causing rigidbody start asleep to not work Add Rigidbody.Sleeping Make joint gizmos less noisy Make component sheet readonly when using NotEditable component flag Auto populate model collider on awake if none are set Shadergraph: Add take large screenshot button https://files.facepunch.com/layla/1b0811b1/sbox-dev_Lt7IX3NZ10.mp4 Tools: Expose ScrollArea.MakeVisible( Vector3 ) Cleaned up InputActionPanel, add shift-click support to rows, to skip modal confirmation, resolves Facepunch/sbox-issues#6982 Scroll back to the top when rebuilding InputPage Check mip sizes in Graphics.CopyTexture, not the texture size Remove nSrcMipLevels and nDstMipLevels from CopyTexture and CopyFromVolumeTexture, they're not used in vulkan. Obsolete Graphics.CopyTexture with srcMipLevels and dstMipLevels, use the one without Drop IL verification since we compile every assembly from source on clients now [interop] Don't create handle stuff in static functions Don't init VR if we're a console app Don't print vulkan device info if we're a console app Remove unused Unused Remove r_use_fullsort_for_opaque, we always depth prepass Add FillMode render state override on scene layers Remove this hidden dynamic objects stencil mat_wireframe doesn't use ToolsWireframe but overrides renderstate on standard forward pass, this should obsolete the mode Fix error when renaming uncompiled asset, fixes Facepunch/sbox-issues#7130 Renaming an asset in the Asset Browser immediately registers the new asset, fixes Facepunch/sbox-issues#7134 Added Multiedit support to Component Context Menu Prefab Variable button now shows when there's differences in a Multiedit https://files.facepunch.com/CarsonKompon/2024/December/09_09-33-ScratchyGemsbok.mp4 Same thing with Nullable Button Treat base content paths as Asset-type locations Hammer/ToolScene wireframe overlays uses state override instead of ToolsWireframe Hammer wireframe uses new state override and not ToolsWireframe Drop r_show_hipoly_draw_calls Remove ToolsWireframe mode Don't repeat the same thing 6 times to wireframe a layer Update developer help url Update animation Fix [ReadOnly] attribute not being applied to all property types ResourceControlWidget now looks like it's greyed out when disabled Remove ToolsWireframe from all shaders, delete vr_tools_wireframe.shader - shaders dont need special code to render as a wireframe now Update playercontroller wish velocity values Fix scss `@import`s not including files with relative `../` paths in the file watcher Write some SCSS import Unit Tests and update existing ones to test more than just variables Forgot to save this file in VS 😳 Fix NRE when removing multiple components in context menu Merge branch 'master' into navmesh-links
17 Days Ago
merge from xmas2024
17 Days Ago
engine.CloseServer now returns true if quit command was issued Fixed crashes with func_tank Handle DAdjustableModelPanel when main menu is open Added a Player Model Selector button to spawnmenu The context menu widget stuff is too hidden
17 Days Ago
Nav Basic: Reduce rotation on test slope to account for floating point inaccuracies
17 Days Ago
Horses now skid when braking at full speed Progressively reduce head leaning max angle based on speed Re-introduced spine ik Tweaks
17 Days Ago
added textures and set up mats for the knight armour
17 Days Ago
▆▍▍▌█▊▌▆█ ▆▋▄▅▅ ▊▉▇█▅▉▋▅▅▋, ▆▆ ▋▄▇█▆▌▋ ▅▇▇ ▄▄ █▋▋▍█▊ ▉▉ ▉▉▍█▊▉▍▇▄ ▄▋▅ ▊▅▌▌▍▍▄▌▇▍ ▌▆▉ ▇ ▍█▌▌▋█▆▋▋ ▆▅▌▋▊▍ - █▅▆▉▌ ▇▆▌▍▍ █▊▋▅▉▋▊▍▇▉ ▉▉▆▇ ▇ ▍▍█▊▋▄ ▆▇ ▍▍▌▉ ▊▊▍ ▊ ▉▌▌▇▌▉▉, ▅██▍▇▅█▌▍▌ ▆▌█▌▆▆▍ ▆▆▋▆ ▋▅▍▆█▌▍▊▇ ▄██▇▆▅▆▅▌▆█▄▌ ▊█▋█ ▌▇▊▍▄▊▋▇/█▇█▊▌▆▉ ▆ ▉▌▌█▅▊
17 Days Ago
battering ram anims updated
17 Days Ago
Fix conditional expression branch evaluation Could be more efficient, but this is the correct behaviour
17 Days Ago
Bugfix: Prevent game-object pooling if done mid-scene switch - When MonoBehaviours are being destroyed due to scene switch, it can cause an invalid transform hierarchy modification, causing an error MonoBehaviors can clean up their resources in OnDisable, which can cause them to be pooled - example: AmbienceWaveSounds. Tests: validated it doesn't affect entity pool warmup sequence (as we create->retire there). Using `log.level Audio 2` and a bit of 100% code-forcing the issue, disconnected 3 times: - without the fix, it was 100% generating an error on disconnected - with the fix, had 0 error reports
17 Days Ago
Fix NRE when removing multiple components in context menu
17 Days Ago
17 Days Ago
Forgot to save this file in VS 😳
17 Days Ago
Fix scss `@import`s not including files with relative `../` paths in the file watcher Write some SCSS import Unit Tests and update existing ones to test more than just variables
17 Days Ago
Better test for conditional nodes
17 Days Ago
Update playercontroller wish velocity values
17 Days Ago
Use dotnet 9 collection expressions
17 Days Ago
merge from xmas2024
17 Days Ago
always unlock ginger bread building skin
17 Days Ago
Test expressions not always being accessed WIP reimplement all / any nodes Fix conditional node test Add WhenAny expression helper WIP fix conditional expressions / auto inlining Bump format version before I forget
17 Days Ago
battering ram anims exported on updated rig
17 Days Ago
table_round_a col
17 Days Ago
trimsheet props
17 Days Ago
wood_trim_polished_blend_04 files
17 Days Ago
merge ice_sculptures->main - addresses majority of feedback from previous playtest
17 Days Ago
added initial battering ram anims
17 Days Ago
Medieval Metal Double Door Folder Setup Added Medieval Metal Double Door Frame Model, Textures, Materials, LODs & GIBS Setup a Basic Prefab for the Medieval Metal Double Door Frame
17 Days Ago
added SculptingToolData to all relevant weapons (currently any melee weapon that does stab damage)
17 Days Ago
hl2.exe => gmod.exe
17 Days Ago
Bake covers inside prefabs in the prefab's local space, so that they can be retransformed in world space when the prefab is placed (baked covers are not gameobjects, just structs in a list, so they are not automatically parented)
17 Days Ago
better defaults on sculpting tool data
18 Days Ago
Better walk friction
18 Days Ago
Merge from indirect_instancing
18 Days Ago
Restoring ProjectSettings.asset
18 Days Ago
Make the cover tool faster by only generating the helper navmesh on tiny planes that perfectly fit the bounds of each monument sub-prefabs
18 Days Ago
- Removed the jitter spread convar as it's no londer needed - Updated the global_TemporalAAParams with the new TAA parameters
18 Days Ago
Tool to load all sub-prefabs of a monument, automatically add scientist covers nodes to them, then save the covers in each prefabs This way we can still bake covers in editor even though monuments are procedural Also optimize the tool to take less than 1s for basic monuments like desert military base
18 Days Ago
Remove ToolsWireframe from all shaders, delete vr_tools_wireframe.shader - shaders dont need special code to render as a wireframe now
18 Days Ago
Remove last remnants of tile cache
18 Days Ago
Rename hl2.exe to gmod.exe when building the game hl2.exe no longer used.