249,212 Commits over 3,959 Days - 2.62cph!

49 Days Ago
manifest
49 Days Ago
Ignore calls to Scene.Parent.set Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing which they do - like when creating attachments Add GameObject constructor which takes a parent
49 Days Ago
Fixed .gma whitelist being different between game/gmad Update net.lua - comment typo Add all missing Portal 2 map icons Fix more potential crash issues to do with particles Make particle preview background slightly lighter (32,32,32) Fixed more crashing issues to do with particles ClientSignOnStateChanged is no longer called for HLTV clients util.IsValidModel uses meshcount to determine useless models If mesh count is 0 - it's a useless model, instead of using hardcoded model name substrings. This fixes certain valid models being unable to be spawned in Sandbox
49 Days Ago
added ability lock/unlock edits to sculpture when you're not holding a melee weapon
49 Days Ago
actual client compile fix
49 Days Ago
New: Find and upload perf snapshots - Uploads as one request, rather than a ping-pong chain - Once attempted the upload, deletes from the drive - Reacts to log messages I've yet to test it all, will do after done with Dashboard Update: Renaming BackupBeginResult -> DelegatedUploadBeginResult It's renamed on the dashboard, and will be used for 2 flows, so more fitting Update: reimplementing perf snapshot uploading to use delegation Merge: from main Update: review comments - Removed in-memory file caching and simplified code - Added a semaphore to prevent multiple concurrent uploads - Removed a flat delay when detected trigger phrase to upload a snapshot - Removed post-heartbeat attempt to find-and-upload snapshots Update: braking change mitigation - Fallback to old API json format if failing to process with new one. Update: further review feedback - Wrapped body of FindAndUpload in a try-finaly to ensure we always release a semaphore - Merged backwards compatibility support into existing DelegatedUploadBeginResult class Clean: file rename (since it no longer contains old class) Merge pull request #5 from Facepunch/PerfSnapshot Adding support for PerfSnapshot uploads to Dashboard
49 Days Ago
Implemented catapult incendiary ammo model Updated icon and recipes Naming
49 Days Ago
Merge: from main Tests: Booted editor - no errors
49 Days Ago
emit_continuously additions & changes Added fields "emission count scale control point" & "emission count scale control point field" Added "emission_start_time max" to "emit_instantaneously" Enable DMX versions 3, 4 and 5 loading Mostly intended for PCF, saves still as version 2. This should allow Portal 2 and L4D particles to load correctly (excluding missing particle operators/renderers) DMX versions 3,4,5 tools support (datamodel.dll) Allow loading PCF version 2 in tools Particle system changes from CS:GO Many potential crash fixes Added particle operators: C_OP_DecayMaintainCount, C_OP_AlphaDecay, C_OP_FadeInSimple, C_OP_FadeOutSimple, C_OP_RadiusDecay Added particle force generators: C_OP_ParentVortices, C_OP_TimeVaryingForce, C_OP_TurbulenceForce, C_OP_ForceBasedOnDistanceToPlane Added new particle constraint: C_OP_BoxConstraint Added new options to C_OP_WorldTraceConstraint - "minimum speed to kill on collision", "Confirm Collision", as well as apply potential crash/garbage data fixes Particle initializers updates "Particle Increment Amount" for C_INIT_CreateFromParentParticles Various small optimization changes Added new particle operators "Oscillate Scalar Simple", "Oscillate Vector Simple", "Remap Difference of Sequential Particle Vector to Scalar", "Movement Maintain Offset", "Movement Place On Ground" More particle operators Added "Alpha Fade and Decay for Tracers", "Restart Effect after Duration", "Stop Effect after Duration" operators New parameters: "additive" for "Noise Scalar", "Noise Vector" "output field" for C_OP_ColorInterpolate "output is scalar of current value" for C_OP_DistanceToCP "rotation field" for C_OP_OrientTo2dDirection "output is scalar of current value" for C_OP_RemapDotProductToScalar Added even more particle operators from CS:GO "Override Max Velocity from this CP" and "Override CP field" for C_OP_MaxVelocity "use existing particle count" and "control point movement tolerance" for C_OP_MaintainSequentialPath Added operators: "Movement Lag Compensation", "Movement Lock to Saved Position Along Path" Particle initializer additions "Local Offset Min", "Local Offset Max", "Set Normal" for C_INIT_CreateFromPlaneCache "end offset", "bias lifetime by trail length" for C_INIT_MoveBetweenPoints "randomly select sequential CP pairs between start and end points" for C_INIT_CreateAlongPath "reverse warp (0/1)" for C_INIT_PositionWarp More particle system changes from CS:GO Endcap particle stuff. New parameters for all operators: "operator fade oscillate", "operator time offset seed", "operator time offset min"/max, "operator time scale seed", "operator time scale min"/max, "operator time strength random scale max", "operator strength scale seed", "operator strength random scale min"/max, "operator end cap state" Particle intitializer updates from CS:GO "scale cp (distance/speed/local speed)" for C_INIT_CreateWithinSphere "randomly_flip_direction" for C_INIT_RandomRotationSpeed and C_INIT_RandomRotation "shuffle" and "linear" for C_INIT_RandomSequence "use particle count instead of time" for C_INIT_PositionWarp "Use sequential CP pairs between start and end point" and "Save Offset" for C_INIT_CreateSequentialPath "collide with water" for C_INIT_LifespanFromVelocity Internal changes to certain particle initializers from CS:GO Added "Lerp EndCap Scalar" and "Lerp EndCap Vector" Ops New options for rope particle renderer "texture_offset", "scale CP start", "scale texture by CP distance", "scale scroll by CP distance", "scale scroll by CP distance", "scale offset by CP distance" Branch specific compile fixes Build 64bit particle editor
49 Days Ago
client compile fix
49 Days Ago
AssetBrowserLocation tracks location type (code, assets etc) Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic Asset Browser: Improve navigation outside of project tree Path widget only displays what can fit instead of freely growing, hide rest behind flyout
49 Days Ago
Catapult - added reload anim
49 Days Ago
Plushy crafting fix
49 Days Ago
- Redone siegetower constructable with the new model - Setup colliders for each stage - Use constructable stage 1 model as the guide mesh
49 Days Ago
Added small ramp so its easier to get in and out of the tower
49 Days Ago
Updates to Water Shader https://files.facepunch.com/louie/1b2111b1/20241121133206_1.jpg
49 Days Ago
- Cleaned up Siege Tower - New colliders for front entrace - Wired up doors to the dual damage system
49 Days Ago
Map Adjustments
49 Days Ago
Remove allocs in async pathfinding Make sure querying allies nearby doesn't return null or dead allies
49 Days Ago
updated rig and anims for mini crossbow
49 Days Ago
jungle skin - models and gibs
49 Days Ago
Ballista bolt effects tweaks
49 Days Ago
Ballista Spear -> Ballista Bolt Updated placeholder icons
49 Days Ago
Update: drop sound instances for variety of types on disable - HarborBridge - HarborCrane - PhoneDialler Tests: none, trivial changes
49 Days Ago
Bugfix: Stop DigitalClock from leaking sound instances when it's flags change - Also dropping sound refs on disable Tests: none, trivial change
49 Days Ago
merge from main
49 Days Ago
Update: drop sound refs when vehicles are destroyed - Magnet Crane - MLRS - Modularcar Garage - VehicleModuleSeating - Traincar audio Tests: none, trivial changes
49 Days Ago
merge from wire_slack_fix
49 Days Ago
merge from storagemonitor_passthrough
49 Days Ago
Added passthrough output to the storage monitor 'Power Out' now sends 1 power instead of passthrough - 1
49 Days Ago
jungle skin atlas/material update
49 Days Ago
Don't show game screen hostile warning text or menu UI timer remaining, if it's just a turret
49 Days Ago
Update: drop sound refs when ScrapTransportHelicopter is destroyed Tests: none, trivial change
49 Days Ago
Updated blowpipe skinning and animation adjustments on holding pose
49 Days Ago
Clean: removing empty override method Tests: none, trivial change
49 Days Ago
Update: drop sound refs when AttackHelicopter is destroyed Tests: none, trivial change
49 Days Ago
Fix HasUnsavedChanges being sucked into GameResource GameObject's FindByGuid will find prefabs (allows networking prefabs over RPC) Change prefab icon color Add GameObject.GetPrefab( string )
49 Days Ago
dropping resolution of grid by roughly 50%, still feels good to carve but gives a big speed and memory improvement
49 Days Ago
Update: drop sound references when ground vehicle is disabled Tests: rode a pedal bike, jumped of and destroyed it with console commands - saw expected debug log
49 Days Ago
Undo: of the previous undo to ensure we don't hold dangling references Although the resources are cleaned up, the pointers are not so we end up with stale pointers on entity recycle Tests: none, trivial undo
49 Days Ago
Only show warnings if in peacekeeper mode, powered, and player is not authed
49 Days Ago
fixed issues with non-square sculptures and increased height of ice sculpture by 25%
49 Days Ago
Undo: Partial undo of recent work to remove unnecessary DoClientDestroy callbacks - Turns out we already invoke cleanup for sounds that are attached to network entities - meaning we don't need to manually handle it in these cases. Was confused why pedal bike wasn't leaking it's sounds on destroy, and tracked it down to above mechanism. Tests: Tested compound bow and flamethrower still work and don't leak sounds
49 Days Ago
PowerCounter and ElectricSwitch minor optims
49 Days Ago
initial support for smoothing sculpture through a simple box blur on elements in a sphere - moved carving and blurring to jobs and running them directly on main thread, roughly 10x faster - upped carving radius and scaling hit guide properly to show it
49 Days Ago
increased size of sculpture to roughly 1m cube
49 Days Ago
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49 Days Ago
ElectricBattery server optims Fixed battery deplete and charge commands not replying with the correct battery name
49 Days Ago
Fix wolves leaping at players that didn't climb on anything, or dying suddenly for no apparent reason Add better failed path vislogs
49 Days Ago
Fix TextArea not updating on value change Virtual Cursor: rewritten, much simpler now, mimics mouse, so works for everything (#1704) - Also tracking pressed controller buttons now Fixed ReadOnly behavior for TextAreaControlWidget, resolves Facepunch/sbox-issues#6968 AssetPublishWidget: when ticking publishing, update the widget properly instead of having to de-select and re-select asset Add recast/detour tile cache AssetBrowser: stopped pinned asset bricking the whole sidebar Editor: When losing focus of scene hierarchy rename popup, treat it as a successful rename Human Hair Updates Humans: added citizen_human_female_staging.vmdl Fix mass ratio typo in box3d Calculate mass factor to apply to ground velocity to avoid building up massive ground velocity when walking on small props https://files.facepunch.com/layla/1b2011b1/sbox-dev_7NKHr5o1K5.mp4 Add GameObject.IsDestroyed - to detect objects that have Destroy() called on them, but haven't been destroyed enough to be IsValid false yet Don't return components on objects that are IsDestroyed Humans: skinning updates VR: init g_pVrSystem before finishing material system setup VR: check for headset in PreInit() instead of Init() UI: Expose UI.WorldInput.Hovered inside WorldInput component Upgrade remaining old vmdl files so I can delete all this legacy model code Humans: more skinning updates & prefab changes Merge branch 'master' of sbox Add Distance and Falloff to Voice Transmitter izIsSoft changes VR: more logging, always enable debug callback VR: add -novr force disable Update fpxr to 8e70816536da3c657eb9f9a7b815268c5ef7a729, improves headset checks Fix clothing using the wrong skin Merge branch 'master' into scene-collision-events