221,827 Commits over 3,653 Days - 2.53cph!

7 Years Ago
Added DDSUtil optional partial mip chain export Re-generated terrain atlas textures with mip chain limit
7 Years Ago
Spermket greybox
7 Years Ago
Building AI improvements, still a little janky but the general idea is there. AI logs now work without opening the debugger. UnitAttachments has a debug panel. Removed campfire from nospawns.
7 Years Ago
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7 Years Ago
Terrain atlas generator now exports directly to dds Generated new terrain atlas textures
7 Years Ago
Fixed building atlas lod material
7 Years Ago
Move IsMoveInputIgnored/IsLookInputIgnored to C#
7 Years Ago
AddImpulseAtLocation works for articulated entities. Fixed IsSimulatingPhysics not working for skeletal meshes Playing shotgun sounds using anim notifies. Added FrameRate to anim import metadata to override frame rate Bullet impact sounds Merge pull request #103 from Facepunch/world Use a new Sandbox.World instance for every UWorld instance Remove viewmodel anim notifies when switching weaponm Weapons setup their own viewmodel anim events Only broadcast bullet damages that are over 0 Added DepthStencilIndex so post process can render outlines for entities Fixed VBSP version 19 loading (different leaf structure) Added Children property to BaseEntity that gets all attached entities, including descendants. PhysGun outlines grabbed entities children too. Hopefully networked physgun highlight Made rubber ball impact sound trigger more robust Fixed sprites not receiving outline Hopefully fixed physgun outlining in multiplayer. Decreased outline fill alpha. Only setup viewmodel if controlled by local player Only trigger viewmodel fire on local controllable Testing prop impact sounds. Broadcasting hurt sounds. Testing death on hard physics impacts. Load material dependencies for meshes on dedicated server (material loading shouldn't init any resources) Only allow one physgun to grab an entity at a time Fix random playing of hurt sounds DestroyLater should still trigger a shutdown once complete. Add OnShutdown event so external entities can know when another entity shutsdown. Physgun release on self shutdown or grabbed entity shutdown. Broadcast PhysGun Shutdown to make sure clients release grabbed entity Physgun can pick up ragdolls Added WasRecentlyRendered Add ConstraintAxisLock. Physgun freezing. Add Debug drawing binds. Added physgun beam drawing (debug draw for now). Add Transform class. Bullet spread now plays impact sounds for each different surface. Force prop physics off every tick client side Disable physics replication Handle ManagedEngine::Initialize returning false Requirements.txt Capture Console.Error too Create steam_appid.txt in editor Removed OnlineSubsystemSteam Send BinariesFolder, PlatformFolder to Manage class Add native binary paths to path Init steamworks client Compile fix Include steamworks dll in sandbox engine Debug, show user info on front screen steamapi_64.dll in binaries/win64 Removed GetPlatformUserName (unused) Player name from Steam Moved Log to Snadbox.Public Don't init steam client if dedicated server Added world.AddPlayerState, world.RemovePlayerState World name Update bindinggen to fix forward declares Billboard ribbon rendering Merge branch 'master' of SandboxGame Conflicts: Sandbox.Unreal/Generated/Sandbox.Unreal.Bindings.cs UnrealProject/Source/SandboxGame/Generated/Sandbox.Unreal.Bindings.cpp Add GrabRelativeNormal to physgun Don't pick up duplicate weapons Fix render crash at startup on steam build (I think) Move IsMoveInputIgnored/IsLookInputIgnored to C# Merge branch 'master' of github.com:Facepunch/SandboxGame
7 Years Ago
Fix render crash at startup on steam build (I think)
7 Years Ago
Don't pick up duplicate weapons
7 Years Ago
Add GrabRelativeNormal to physgun
7 Years Ago
Added DDSUtil for texture data export to dds Added direct to dds output on texture packer Repacked building atlas material
7 Years Ago
Billboard ribbon rendering Merge branch 'master' of SandboxGame Conflicts: Sandbox.Unreal/Generated/Sandbox.Unreal.Bindings.cs UnrealProject/Source/SandboxGame/Generated/Sandbox.Unreal.Bindings.cpp
7 Years Ago
Fix forward declares for managed definitions
7 Years Ago
Update bindinggen to fix forward declares
7 Years Ago
Added world.AddPlayerState, world.RemovePlayerState World name
7 Years Ago
Tile.MoveDirection now takes two tiles instead of 2 positions
7 Years Ago
Added some workshop API members for Chunks Currently OnItemCreated doesn't seem to get called
7 Years Ago
some .position -> .tile changes
7 Years Ago
Workshop service mostly re-implemented Attempting to fix world uploading since re-implementing WorkshopService
7 Years Ago
List tests
7 Years Ago
New snow terrain tiling and material settings
7 Years Ago
Unit now has a ref to it's Tile too Made Board.GetUnitTile() private and made everything use the new ref instead
7 Years Ago
New snow textures
7 Years Ago
Gas station initial dressing pass WIP gas station pavement LODs/COLs/Prefab
7 Years Ago
Added a Unit ref to Tile, changed all references to and look ups of the old tileID to use the new ref
7 Years Ago
Is Carrying Required Tool no longer checks hand availability
7 Years Ago
wip Tile unit refs
7 Years Ago
Bundling preprocessing fix
7 Years Ago
Handle ManagedEngine::Initialize returning false Requirements.txt Capture Console.Error too Create steam_appid.txt in editor Removed OnlineSubsystemSteam Send BinariesFolder, PlatformFolder to Manage class Add native binary paths to path Init steamworks client Compile fix Include steamworks dll in sandbox engine Debug, show user info on front screen steamapi_64.dll in binaries/win64 Removed GetPlatformUserName (unused) Player name from Steam Moved Log to Snadbox.Public Don't init steam client if dedicated server
7 Years Ago
Each navmesh grid layer now cater to the area mask of each agent type.
7 Years Ago
changed all the casted Unit entity references to direct Unit references in EntityManager
7 Years Ago
interaction positions for shonky hut
7 Years Ago
Optimized Model.FindBone and Model.FindClosestBone and made them GC free Populate model bones (transform list and name list) in prefab preprocessing to avoid runtime GC
7 Years Ago
Snow mounds and atlases
7 Years Ago
EntityManager now has dedicated lists for Unit and UnitView
7 Years Ago
Merged from main
7 Years Ago
Added a UnitView reference to Unit that gets set when the UnitView is spawned
7 Years Ago
Finished cleaning up commands CommandQueue cleanup
7 Years Ago
Moved TileFall visual warning/destroy effects out of CmdNextTurn and into a new BoardTileEffect component Moved the remaining tile fall functions out of BoardView into BoardTileEffect
7 Years Ago
CmdMove cleanup
7 Years Ago
Disabled map toggle when text chat is open
7 Years Ago
More work on Navmesh Grid.
7 Years Ago
Gas station terrain splats, building/monument splats
7 Years Ago
Reduced GC caused by quickcraft (progress but still sucks)
7 Years Ago
Gas station scene files, prefab Scene organization and greybox / initial dressing pass
7 Years Ago
Fix outlines when swapping defs
7 Years Ago
Optimized SkinSet (player gender / race setup)
7 Years Ago
CmdChat, CmdEmote cleanup
7 Years Ago
Broadcast new def to the server after leaving workshop screen Fix for server NRE