218,755 Commits over 3,624 Days - 2.52cph!

Yesterday
Compile fix
Yesterday
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Yesterday
Fix NavMeshAgent.SetAgentPosition not working Add NavMeshAgent.UpdateRotation option, NavMeshAgent.GetLookAhead ResourceControlWidget allows drag drop cloud assets
Yesterday
Add faces to nav
Yesterday
Particle Layer now dynamic on all shaders that use it; now toggable via material property block
Yesterday
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Yesterday
Make game resources compile again when saved
Yesterday
Clarify comment
Yesterday
AssetBrowser: Can delete assets/directories by hitting delete key with an active selection
Yesterday
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
Yesterday
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Yesterday
Component editor
Yesterday
Hotload skip NodeDefinition Allow deleting parameterless output nodes
Yesterday
M4A1 viewmodel and worldmodel only https://files.facepunch.com/rickgreeve/M4A1_03.jpg https://files.facepunch.com/rickgreeve/gN5xy0GIke.jpg
Yesterday
Fixed devLocalCoord shader missing transparent/forward passes, optimized variants and updated modding materials
Yesterday
Remove redundant call
Yesterday
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
Yesterday
AssetBrowser: Add "Delete Folder" option to Folders
Yesterday
Checked in main
Yesterday
Add ability to asset pick a prefab from a GameObjectControlWidget (https://files.facepunch.com/tony/1b2011b1/sbox-dev_o0AQpv1DWV.mp4)
Yesterday
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
Yesterday
Removed some useless logs
Yesterday
Make shortcuts very obvious by including them in tooltips
Yesterday
Component editor
Yesterday
SceneTabList: middle mouse destroys scene session
Yesterday
NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_)
Yesterday
Set GameTransform.LocalScale default so resetting it doesn't set it to zero
Yesterday
Don't call Asset.Compile in parallel 🤦
Yesterday
Don't enable network GameObjects that are not enabled
Yesterday
player update. edited holster position for binoculars
Yesterday
merge from gnb_fix_mirror_fixes
Yesterday
Close context menu on line edit submit Get rid of legacy code paths in DefaultUpgrader
Yesterday
v_rmr resolution change 9mm bullet texture update 5.56x45 Bullet added https://files.facepunch.com/rickgreeve/305088549-03cb2be9-8e59-484e-9da9-17fb7f4a1c9a.png
Yesterday
merge from qol_pickafriend_color
Yesterday
merge from fix_pipe_tool_reconnect
Yesterday
merge from microphone_powerusage_fix
Yesterday
Fixed enemy spawner
Yesterday
new version of military flame thrower viewmodel fbx - mesh to setup and get started with anims - textures not final - no world models yet
Yesterday
When adding a collider, update the rigidbody's gameobject transform immediately to avoid offsets Formalize how Rigidbody attaches colliders, add tests Deserialize GameObjects as disabled, and enable when all children and components are created Tweak editor painting to avoid crash Lauinching
Yesterday
Yesterday
Automatically call ClearReflectionCache when adding / removing assembly
Yesterday
Yesterday
Network Authority / Permissions (#1457) * Can a connection create objects? * Send network destroy even if DestroyImmediate is called * Ownership authority flags * Let GameObject have [Sync] too (test) * Reorder enum, add [Expose] * Change up logic for can create objects - only check if we have a source * Default CanCreateObjects to true for now (this is current behavior) * Initial implementatior for ownership authority * Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars * Initial implementation of Rpc authority * Remove a test log * CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed * Make it CanSpawnObjects * CanSpawnObjects settable only by the host * Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor * Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo * Default CanSpawnObjects to true for now * When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host * Remove this for now, sus is later * CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all? * NetworkAccessor.SetOwnerTransfer method * Documentation fixes * Rename Rpc.HasAuthority to Rpc.HasPermission for consistency * Owner can always drop ownership * Allow owner transfer changing from current owner
Yesterday
Set saved gizmo settings way earlier, protect against stomping the settings instance Fixes sbox-issues/issues/4888
Yesterday
Allow owner transfer changing from current owner
Yesterday
Yesterday
Add icon.png
Yesterday
Added NodeLibrary.ClearReflectionCache()
Yesterday
Yesterday
Add support for CSS `font-smooth` https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_oYg0ytkmSm.png