223,486 Commits over 3,684 Days - 2.53cph!

29 Days Ago
Start blocking out state machine resource + editor window
29 Days Ago
Subtracting 94522
29 Days Ago
Missed files
29 Days Ago
Added speedtree files
29 Days Ago
Deleted and moved files
29 Days Ago
Further work on speed tree
29 Days Ago
Fix hover loot not working from backpack -> vending machine
29 Days Ago
Fix login exception
29 Days Ago
Cargo ship side doors / Fixed intersecting geometry / Moved some interior props to compensate for geometry changes / set the door slightly deeper to prevent intersecting with the frame
29 Days Ago
Header tweaks
29 Days Ago
Fix backpack UI staying active on screen after backpack is closed
29 Days Ago
Deleted Minigun World Model Texture PSD Files Imported Minigun World Model Texture Targa Files Re-Setup Minigun World Model Material
29 Days Ago
merge from sat tube
29 Days Ago
oilrigs S2P
29 Days Ago
merge from main
29 Days Ago
Warn Nvidia driver 551.23 for known issues Stop compiling rendersystemdx11, remove -dx11 switch Clean up IRenderHardwareConfig no need for all this DX8/360 crap, remove dxsupport.cfg override vfxcompile: stop compiling dxbc, remove vfx_dx11 Remove "Compile Optimized Shaders", spirv-opt always runs
29 Days Ago
Set bindpose transforms before applying physics bones ModelBoneTransformProxy.SetWorldTransform needs to set the bone transform local to the renderer transform, fixes bones blowing up when moving them in editor
29 Days Ago
Update height clamp
29 Days Ago
Update API URL
29 Days Ago
Parse commandline properly to prevent projects with `-test` in the name breaking sbox-issues/issues/5208 Test for multiple keyframe percentages (sbox-issues/issues/5168) Support multiple keyframe percentages e.g. ```scss @keyframes tilt { 0%, 10% { transform: rotate(0deg) scale(1); transform-origin: center; } } ``` sbox-issues/issues/5168 Vector2Int, Vector3Int sbox-issues/issues/4995
29 Days Ago
Merged in harbor_tweaks_4_cargoship
29 Days Ago
Merged in harbor_tweaks_4_cargoship
29 Days Ago
Slowed down ship turning
29 Days Ago
stubbing in assets into artdev scene
29 Days Ago
added beanbag added flag_oakwood added mattress_cover material variant for mattress also adjusted bedframes
29 Days Ago
added playmat
29 Days Ago
Update art_showcase.scene
29 Days Ago
Reposed Burlap Shoes to match updated player rig
29 Days Ago
Allow avatar tint editing
29 Days Ago
Prevented cargo from waiting twice Improved reliability of throttle - cache old speed and use it if unsure of next waypoint speed Fixed isues causing follow to zero rotation on approach
29 Days Ago
Temp comment out this line to fix tests
29 Days Ago
Object Snapshot Refresh (#1500) * Initial commit * Component id + prune those for refresh as well * Serialize id properly * OnRefresh * Fix refresh for bones * Revert comp ids on this branch * Use Id not __id as that is what was settled with for Component Ids * When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table * Don't do on the root though save that for the multi-comp PR * Include latest table snapshot with full refresh. Update to support __guid * Undo this bit * Added Connection.CanRefreshObjects permission (def: true) * Add checks for CanRefreshObjects to Network.Refresh() and when OnObjectRefresh is called * Register properties recursively when sending network refresh or receiving one * Test to re-register Sync props after Network.Refresh * Make docs clearer * If a Component isn't valid then just set the property anyway for a Sync var * By default, clients (except host) can NOT refresh network objects. Host can change this with Connection.CanRefreshObjects * Some additional validation checks * Better logic * Fix issue with nested types not having correct identity hash for wrapped property codegen
29 Days Ago
Fix NRE in GraphInputNodeType.GetPath Inflate heightfield query cell bounds by 0.5, fixes terrain collision Fix terrain collider not updating on heightmap import Terrain collision is per triangle again instead of per cell, should be 100% accurate https://files.facepunch.com/layla/1b1911b1/sbox-dev_bZpdwNGM3P.mp4 Vulkan: Fix validation errors with MSAA disabled, this should fix a lot of crashing problems for people playing without MSAA Actually set D_MSAA combo on depth_downsample Fix hair blue line Scene.Load ShowLoadingScreen actually works Update avatar scene Open avatar scene when you click the avatar button Rework terrain casting and sweeping Only clear contacts on tag change if the contacts should have no interaction Use faster _aligned_malloc in physics system Tweak citizen eye ao add compilled avatar scene (!) PanelComponent uses internal enable, disable, update Temporary fix for drag executing multiple times in one frame Expose render settings to tools https://files.facepunch.com/garry/0c9677be-c880-4ac5-8976-3c69143c9f5b.png Compile fix Max 8x msaa Fix deserializing ActionGraphs in Menu context (#1506) Nicer test for if nodes are operators OnDestroyInternal calls OnDisabledInternal instead of OnDisabled Reset panel parent before deleting it Include panel parent in hash, fixes panel not rendering when parent is disabled and enabled Don't flag SceneObject and SceneModel as ESceneObjectFlags.IS_OPAQUE, the materials should dictate it, fixes translucent materials drawing in opaque passes (& drawing twice) Messed with input action panel dialogs, fix Facepunch/sbox-issues#5232 Fixed delete prompt having no content Fixed editing input action group not showing visible changes until re-opening project settings menu. Fixes Facepunch/sbox-issues#5235 Better warning if we can't find ITagset Fixed ManualHitbox.HitboxTags being uneditable in the inspector (fixes Facepunch/sbox-issues#5231) Don't give gizmo mouse focus when it orbit mode Check if aaquality is a valid enum, users are likely to have outdated settings ModelCollider uses mass and damping properties from model physics parts Change Json.PushNodeLibrary() to NodeLibrary.Push() Call NodeLibrary.Push() instead of Scene.Push() if HostScene is null Fixes Facepunch/sbox-issues#5244 Remove unused Remove buttons Show icon if item has alternates Clothing container stores height SkinnedModelRenderer stores animgraph params, applies them OnEnabled CitizenAnimationHelper - make Height nullable Height option on avatar, can mess with and annoy citizen Normalize clothing before applying Reset input config in menu Remove unused UI system gets game buttons when no game is loaded VSync menu option Can switch between variants Merge branch 'master' into snapshot-refresh
29 Days Ago
Fix issue with nested types not having correct identity hash for wrapped property codegen
29 Days Ago
Fixed cargo speed limiting bugs Cargo now looks at previous node to find desired speed
29 Days Ago
Snow effect mat config, specified mask for volumes
29 Days Ago
Can switch between variants
29 Days Ago
Cache walkable navmesh layer. Added convar'd damage deploy check interval. Codegen.
29 Days Ago
edited minigun viewmodel anims
29 Days Ago
Better logic
29 Days Ago
Some additional validation checks
29 Days Ago
Check for valid navmesh at scientist spawn points before deploying. Handle missing navmesh.
29 Days Ago
Added Environment Mask field to MaterialConfig and moved MaterialSetup.Setup() call to Start()
29 Days Ago
Remove unused Remove buttons Show icon if item has alternates Clothing container stores height SkinnedModelRenderer stores animgraph params, applies them OnEnabled CitizenAnimationHelper - make Height nullable Height option on avatar, can mess with and annoy citizen Normalize clothing before applying Reset input config in menu Remove unused UI system gets game buttons when no game is loaded VSync menu option
29 Days Ago
trainyard S2P
29 Days Ago
fixed the collector bucket in trasinyard having an offset
29 Days Ago
Merge property or variable get / set nodes
29 Days Ago
dresser version without actiongraph
29 Days Ago
bed/mattress scale adjustments
29 Days Ago
Randomise between take cover and combat states when spawning scientists