223,524 Commits over 3,684 Days - 2.53cph!

32 Days Ago
Izabu: Don't try to destroy null proxy Fixes unable to parse guid error when trying to load properties called "id" but the type is not a guid (Fixes Facepunch/sbox-issues#5181) ImageFormat.Default uses RGBA8888 Ensure PanelComponent finds its parent If PanelComponent gets enabled before WorldPanel it fails to find a valid parent Resolves sbox-issues/issues/5024 Fix NRE if destroying object in animation event In the PrefabFile upgrader, upgrade Id to __guid as well if possible, fixes corrupt prefabs from before when it was called Id Authority check for network destroy - can never arbitrarily destroy unnetworked objects Authority RPC now correctly uses invoke permissions from the AuthorityAttribute. When calling Authority RPC, if there's no owner, the target would be the host connection Move Json.Upgrader out of Sandbox,Game, have it filter by type Add GameResource.ResourceVersion Inject version into gameresource saves Change DeserializeToObject to use JsonNodes GameResources can define JsonUpgraders v1 upgraders for SceneFile and PrefabFile Add GameResource.LoadFromJson and use that anywhere we load a GameResource Fix PrefabFile upgrader doing nothing Fix tests, supply upgraders Add [RequireComponent] Postprocess components use [RequireComponent] https://files.facepunch.com/garry/436210e0-e5e0-44d2-86b5-3456d99bfa33.png Refactor Networking/Connection - fixes sbox-issues/issues/4676 Fix SerializedList/Dictionary not converting property - fixes sbox-issues/issues/5104 If we pass in an invalid transform to Steam Audio, just ignore it Fix path stretching asset browser size - fixes sbox-issues/issues/4609 Editor startup cleanup & remove Editor.Utility Support per triangle physics surfaces on mesh shapes https://files.facepunch.com/layla/1b1411b1/sbox-dev_WzjagCCSeA.mp4 Fix RedirectFileSystem DirectoryExists case sensitive Remove key when SetMeta a null value Add ConfigData type Save/load Collision data to ProjectSettings/Collision.config Remove obsolete calls Fix BaseSoundComponent NRE Fix stereo sounds playing one channel Fix terrain trace hit normal Fix all sounds being downmixed to mono ModelPhysics recreates physics on active model change, fixes some props not initializing physics when created in code Sprite shader flips with uv sign Add SpriteRenderer FlipHorizontal and FlipVertical ShaderGraph: Fix ScreenPosition.XY incorrect component count Fix asset browser not finding files on T and U drives Resolves sbox-issues/issues/4560 Created bone objects on skinned model renderer update on model reload and model change Move Networking.HostConnection to Connection.Host Whitelist TaskExtensions.Unwrap Style tweaks ControlWidget doesn't create a struct editor for readonly structs Fix gameobject multi-select editing (blame @kurozael) )( Resolve sbox-issues/issues/5171 by making dragValue match Add Model.Physics.Surfaces to get all physics surfaces used in a model editor Shortcut can be widget, window, or application scope, can have autorepeat, and can respond when input is ambiguous Show exception info in EventSystem errors Add TreeView.StartEditing, simulates pressing F2 Add object.GetSerialized() Fix AudioMeter exception due to being empty Add configurable version of Layout.AddSeparator In VirtualWidget.PaintBackground, only paint if alpha > 0 BaseItemWidget only stomp ShotcutPressed if it doesn't have any modifiers Switch mixers to be tree based, allow saving and loading Default reflection off, don't do any reflection processing if it's off Don't do SA simulate in unit tests Handle missing type in CheckRequireComponent nicer Style tweaks Remove unused sheets Fixed AssetBrowser disaster - Fixes sbox-issues/issues/5201 Rename ProjectSettings to ProjectSettingsWindow Blank off AudioReflections profile so we're not left with old data Expose the audio processors Serialize the processors Tweak NavigationView Allow adding audio processors Transform local bounds by scene object transform in CMeshSystem::ChangeModel, fixes incorrect bounds on mesh renderer model change Reset anim graph instance on model change These should be continue, not return Precache the sound before trying to preload it These refs aren't really for us Unused We don't really need this cache size logic, right Reconfigure this Give some warnings if we fail here, just so we know Tweak SoundFile.LoadAsync, GetSamplesAsync Fix crashes due to returning address to temporary locals Split this off Cubemap fog uses material inside hammer now MapInstance now loads Cubemap fog reference ModelDoc option to disable keyframe interpolation to allow for constant keyframe animations F1 brings up the game description modal Add to AnalogLook description, letting everyone know it's already scaled by sensitivity Remove unused Show info when entering a game Fix modal cursor when in game Improve animated sceneobject bounds, include render bone sphere radius, fallback on mesh bounds Include model view bounds too Don't show header/footer when viewing game info Vulkan: Show error message box and bail on VK_ERROR_DEVICE_LOST Vulkan: Enable Nvidia Aftermath for GPU crashdumps with VK_NV_device_diagnostic_checkpoints Vulkan: Add VK_EXT_device_fault support and dump info after device loss Vulkan: out-of-date or suboptimal swapchains are verbose logging Vulkan: Assert for absurd swapchain width/height that are happening during shutdown Vulkan: Log layers that are older than specified API version, these are the most likely cause of GPU device crashes EnumControlWidget support for nullable Fixed title of scene.get target input Fix property panel handling nullable ActionGraph parameter types Fix warning when compiling Action Graph editor EnumDescription.Entry.Group Menu.AddOptions fixes for value type items Menu.AddMenu( Menu menu ) menu menu menu menu menu If icon is just a bunch of symbols, make sure it doesn't overflow https://files.facepunch.com/ziks/1b1811b1/kr69TajHB0.png Implement VectorControlWidget.StartEditing() Fix ControlSheet.AddObject return value regression Invalidate mesh selection on scene change Remove contacts and process intersections just before shape or body remove, this allows intersection end events to run before removal Group jam page by not played, updated Add test for warnings in built-in projects Facepunch/sbox-issues#5223 Fix warning in AG editor Facepunch/sbox-issues#5223 Map instance only creates skinned model renderer for props if the model has skinned meshes or morphs Asset inspector copy path uses RelativePath to stay consistent with asset browser copy path Merge branch 'master' into snapshot-refresh
32 Days Ago
Multi-Component Sync Vars + Sync Vars in Children (#1503) * Support for multiple components of the same type on a Network Object to have sync vars. Adding support for children of a network object that aren't themselves network objects to have components with Sync vars too * Register and unregister Sync properties for child gos/comps appropriately * It goes here * Also unregister/register sync properties accordingly when GameObject id changes * NetworkMode can't be changed from NetworkMode.Object if we are actually a networked object (_net is valid) * Simplify a bunch - allow setting property if slot not registered * Remove unused UnregisterProperties methods * Add a test to make sure child sync vars are added to network table * Suppress these warnings for now - there are legitimate reasons why we might not find these GOs * Suppress unknown slot
32 Days Ago
Suppress unknown slot
32 Days Ago
Add methods for fetching gyroscope and accelerometer readings from specific controllers
32 Days Ago
Suppress these warnings for now - there are legitimate reasons why we might not find these GOs
32 Days Ago
weapon anims wip
32 Days Ago
Asset inspector copy path uses RelativePath to stay consistent with asset browser copy path
32 Days Ago
Fixed MeleeWeaponAttack NRE
32 Days Ago
Check scientist target move distance is within a suitable distance from bradley
32 Days Ago
American truck models - Worked on AO - Fixed couple mirroring effects and stretching - Tuned down the dirt a notch - Tweaked the colliders
32 Days Ago
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32 Days Ago
fixed clipping issue
32 Days Ago
Map instance only creates skinned model renderer for props if the model has skinned meshes or morphs
32 Days Ago
Edit animgraph
32 Days Ago
Removed counter power consumption and active usage (for real this time) Increased max target number from 100 to 999
32 Days Ago
CanSeeTarget can now take a source position offset, used to check move points.
32 Days Ago
Added dev var for overriding player movement speed This doesn't work Set up animgraph to have upper body / lower body states, and full body takeover state
32 Days Ago
ao on tools
32 Days Ago
Add new_crackhead prefab that uses the new animator
32 Days Ago
moon pool crane texturing
32 Days Ago
door latches
32 Days Ago
Fixed some more missing components on the player (?)
32 Days Ago
Refactor
32 Days Ago
Add test for warnings in built-in projects Facepunch/sbox-issues#5223 Fix warning in AG editor Facepunch/sbox-issues#5223
32 Days Ago
AI playground scene
32 Days Ago
Fixed issues with player prefab (dunno where this came from)
32 Days Ago
Remove now unused LOS offset code
32 Days Ago
AIInformationZone LOS improvements for GetBestMovePointNear
32 Days Ago
enabled material setup on AC unit prop for testing
32 Days Ago
snow effect material config setup
32 Days Ago
snow effect material config
32 Days Ago
Fix for recall loop when all scientists are killed, preventing the Bradley from leaving deployed state.
32 Days Ago
made black screenbacks all flat geo
32 Days Ago
merge from material biome improvements
32 Days Ago
asset zoo prep for props review
32 Days Ago
Merge from main
32 Days Ago
Group jam page by not played, updated
32 Days Ago
Leaderboard backup, run #10419
32 Days Ago
Merge from harbor_tweaks_4_cargoship
32 Days Ago
Fix container doors getting deleted when moving onto cargo ship
32 Days Ago
Adjust docked cargo position for better container access
32 Days Ago
Big crane refactor Split out the existing crane into three separate classes - HarborCrane, HarborCraneContianerPickup, HarborCraneStatic Implement new variety of crane that can be preset to a specific extension/height and will eventually support parenting Add this re enabled static crane into the HarborProximityManager so it rotates out of the way when the boat passes Re-enabled the static crane on harbor_1 and converted it into this new crane type Added a 4th crane to harbor_1, this new crane can pickup and drop containers on the opposite side of the cargo ship
32 Days Ago
Use Continuous Speculative
32 Days Ago
Wheel terrain FX, borrowed from cars for the moment
32 Days Ago
Bike physics + visual fixes
32 Days Ago
More spawnable static props with "on" appearance - candle sets, individual candles, furnace large + small, electric furnace. Fixed "alwaysOn" static hobobarrel missing sounds and entity script. Manifest update.
32 Days Ago
Fixed industrial conveyors aux outputs passing power even when they have 0 energy left
32 Days Ago
merge from full_server_demos -> aux2
32 Days Ago
merge simple_upload -> full_server_demos
32 Days Ago
More stabilisation stuff