243,208 Commits over 3,898 Days - 2.60cph!
Add Application.HoveredWidget
Hide EngineOverlay if the game isn't visible
Fix SceneViewport hasmouseinput logic
Initial VR scene for main menu
https://files.facepunch.com/alexguthrie/1b2011b1/sbox_pKFaTyqkgq.png
latest handcuff viewmodel animations
further burstcloth modifications
- collisions resolved with spring forces
- added dirty broadphase to collision resolving
- capsules colliders reinterpreted as sets of spheres, cheaper testing outweighs increased collider count
- added collections packaged for better native containers
weapon view punch adjustments
Fix case sensitivity of UPath.IsInDirectory on Windows
This was causing some FileSystemWatcher events from a SubFileSystem to get dropped.
Facepunch/sbox-issues#5683
Fix case sensitivity of UPath.IsInDirectory on Windows
This was causing some FileSystemWatcher events from a SubFileSystem to get dropped.
Add Transform.ForwardRay
Fix editor not finding resources in libraries
Add GameObject.Clone( prefabPath )
Add copy/paste by right clicking property labels
Can set animgraph bool params using numbers
GameEditorSession stores the session that spawned it
Add SceneEditorSession.Resolve, GetParentSession
Can right click properties in game session and apply their tweaked values to editor session
Don't show the fallback logo as the server's logo on modals when the server has no logo set
Upgrade to Expo SDK 48
Update actions
More actions updates
Try again
Again
Increase max heap size while building app
Rewrite ToggleSwitch component using modern reanimated
Move VendingMachineIcon component to the correct folder
Install skia
Progress stripping out reanimated v1 map code
More, but stuck for now because I can't get Skia to load the map image
Github actions tweak
Show icon for above ground train tunnel links
Upgrade to Expo SDK 49
Write the map image to disk so Skia can render it, but it just crashes and breaks things most of the time
Add basic pan and zoom
Some progress
Pan/zoom mostly working now
Got monument map markers working
Finish up the rest of the markers
Implement following the player
Add in the map grid based on the shader from the game (hopefully fixes the grid not matching the game soemtimes too?)
Fix pinch gesture not disabling follow player
Upgrade to Expo SDK 50
Needed to force webidl-conversions to 7.0.0 to get it working due to 6.1.0 referencing SharedArrayBuffer
Map grid fixes
Migrate from sentry-expo to @sentry/react-native
Upgrade to Expo SDK 51
Fix device list freezing the entity list array etc and breaking things
Missed file
Update react-class-model
Merge branch 'skia-map'
Update nodejs for actions
Yarn lockfile changes
Add apple privacy manifest stuff, version bump
Fix push notifications after SDK upgrade?
Extra logging to troubleshoot opening notifications
More logging
Maybe fix tapping on notifications not doing anything when the app is killed
Even more logging
Update items
Items again, this time hosted on our cdn instead of packaged in the app because we blew through expo's file limit
Update translations
Fix cameras list breaking for the same reason as the devices list
Make sure pointer events are disabled on the alpha banner
Fix camera edit modal being very broken after upgrades
Fix train tunnel icons not showing on the map
Bit of optimizations for the map
Version bump
Use a new push kind to support FCM v1 for android
Merge branch 'master' into release
Use a new push kind to support FCM v1 for android
Scene view: proper icons for layout buttons Facepunch/sbox-issues#5676
Ticket decals use correct shader
Fixed gamemode resetting after playing and leaving Sandbox, and starting a new server on a different gamemode
Let's try adding a Discord webhook on build finish
Updated Vintage Wood Furniture Textures
Updated and Changed Vintage Wood Furniture Models to be more Damaged/Dilapidated
fixed the following:
jerrycan
reactive target
semi-fixed prefab values on the secretlab chair (prefab x/y/z position) this will need checking as it already uses meshlod script
also fixed avanced loot box
added @benobox 's flashbang burn screenfx
If value is already IPingReceiver we don't need to search the hierarchy
It's possible for Components to be null if a Component is no longer valid (GameObject = null)
Only the host should handle trigger enter logic in Extractionpoint
Pass in IPingReceiver id if exists into Ping RPC - check if passed target value is valid in setter
fixed and updated the following prefabs:
handsaw
horseyoke
rake
metalsign
tarpsign
kettle
milkchurn
moonshine
plantpot
plantpotSET1
BookPile1/2/3/4
clothes line assets
- █▇▌▅▍ ▉▆▉█ ▉▋▆ ▇▅▄▌ ▋ ▊▍▇▆▆▅▆▍▅▄▊ █▇ ▇▊█ ▋▋▍▅▇ ▌▌▊▉▌▉▍ ▉▋▊▅▋▊ ▋ ▍▉▋ ▆▅▉▆▌▉ ▉'▅ ▅▆▅▋▉▇▄ ▋█▌ ▅▋▊▇▊ ▆▇▇█▉▊▋▉▊ ▌▄▉▋▉▄▄▆ (▄▇▋▇▌ ▋▅ ▆▄▄▅▍ ▋▌▄▌▉▇▌ █▄▄█▇▊█▍▉ ▌▇▅▇▋▌▊▇)
- ▊▆█▊ ▅▅▉ ▊▉▊▍▄ ▍▊▆▆▆ ▊▅▄ ▍ ▇▊█▌▊▇ ▋▌▋▅ ▍▅▋ ▆▆▍ ▅▆▌▉ ▋▌▄▉▌▊▆▄▌▅ ▅▊▊ █▆▊ ▍▌▉▌▌▌▋█▍ ▍▆ ▇▍▇▄▇▇ ▉▅▉ ▉▍▍ ▄▅▊▄▊▍▆█-▇▍▉▍▇ ▋▄▊▍▄▊▉▍▇▌▄█ ▅▌▇ ▅▆▋▅▄▌▉ ▊▅▋ ▅ █▋█▍███ ▊▊ ▆▌▅ █▌▇▄▊▆▉▊▉ ▅▌▆▄ ▆█▌█▅▇▉▆▍
Also allow hood to be removed from sleeping players via the radial menu, for consistency.
OpenXR backend for VR (#1600)
removed a lot of old wip files, fixed front indicator material, turned of refraction on them, made barbed wire bigger, fixed skinning issue on front wheel
Added Gesture.WoundedFromCrawlingHandcuffed override controller, is used if a player is handcuffed, injured and on their back
Already hooked up on player model, just needs new animations to be assigned
Fixed anarchist team colour being too dark
New cash point spots and extracts
Fix minimap renderer nre in editor
Added AddToHeight to all coastal cliffs
fixed rotation and scale issues with the following:
tabledoorPOKER
handsaw
updated prefabs
going through the rest now
Treat Facepunch.XR fail results as warnings
Update Facepunch.XR to 1.0.0
Add slight jigglebone to mounted primary weapons
Fix not checking that directory exists
AggregateFileSystem: Normalize the search pattern before searching child filesystems
Merge pull request #58 from Facepunch/agg-enum-speedup
Speed up EnumeratePathsImpl in AggregateFileSystem
For performance reasons, `MountFileSystem`/`AggregateFileSystem` are no longer thread safe when modifying their mounts/filesystems.
Remove usage of lock to improve performance.
Breaking change: `MountFileSystem`/`AggregateFileSystem` when enumerating files are no longer discarding files with different case sensitive names.
Previously `a.txt` and `A.txt` would be considered as a same file.
Add new `IFileSystem.EnumerateItems` to optimize scanning by fetching important attributes along the scan (e.g length, file or directory...etc.)
Bump to 0.12.0
Fix PhysicalFileSystem on .NET Framework 4.*
Merge pull request #60 from Jcw87/physical-net40
Fix PhysicalFileSystem on .NET Framework 4.*
Fix coverage in ci
Update Zio.Tests with latest coverlet and Test Sdk
Remove support for netstandard1.3
Bump to 0.13.0
Update NuGet packages and tests to net6.0
Don't throw on `fs.CreateDirectory("/")` (#61)
Add some missing tests for AggregateFileSystem
Fix AggregateFileSystem not following fallbacks (#64)
Bump to 0.14.0
Use MinVer
Update ci to use dotnet-releaser
Update ci badges
Fix ci with dotnet-releaser when secrets are not available
Fix ci with dotnet-releaser when secrets are not available (bis)
Use bash with dotnet-releaser in GitHub Action
add ZipArchiveFileSystem
remove unreachable code
change Pair to non generic and rename to EntryState
use Interlocked incremement and decrement for EntryState,Count
add _openStreamsLock and remove redundant Interlocked de/increments
Merge pull request #65 from jakubqwe/ZipArchive
add ZipArchive support
Add support for net6.0
Update dependencies
Update tests for net6.0
Update doc readme for NuGet packaging
Update doc readme
Made compressionlevel configurable for ZipArchiveFileSystem
Merge pull request #68 from Draddy1911/compressionlevel-changeable
Made compressionlevel configurable for ZipArchiveFileSystem
Fix issue #70, do not allow control characters in path
Fix security issues with filesystems, 2nd attempt (#70)
Correction GetFirstDirectory
Update UPathExtensions.cs
Update with use of offset
Correction first directory offset
Added tests for extension
Correction offset
Merge pull request #72 from ykafia/ykafia-patch-extension
Correction GetFirstDirectory
Use C# 10
[Zio] Use file-scoped namespaces
[Zio.Tests] Use file-scoped namespaces
Merge pull request #73 from carbon/fsn
Use file-scoped namespaces
Update to net7.0
Remove support for net40 net45
UPath performance improvements (#77)
* UPath performance improvements
* revert public API changes
* missed the documentation tags
* restore exception behaviour
---------
Co-authored-by: Sandro Bollhalder <sandro.bollhalder@roche.com>
Update readme
Update readme about net7.0 SDK
Improve Code Quality (#80)
* Make TextSlice readonly
* Update IFileSystem to use file-scoped namespaces
* Make NodeResult readonly and pass by reference
* Replace NET45 symbol with NETFRAMEWORK
* Remove redundant scope
* Eliminate a few allocations in ZipArchiveFileSystem and seal private classes
* Improve nullability annotations
Update tests to .NET 8
+ update package dependencies
Add nuget.org only config
Update ci.yml with nuget config
Update readme.md
Fix changing directory times
Merge pull request #84 from GerardSmit/fix/directory-dates
Fix changing directory times
Add symlink support
Add symlink delete test
Add ResolveLinkTarget
Refactor ResolveLinkTarget to TryResolveLinkTarget
Fix XMLDoc
Fix MountFileSystem implementation
Add SubFileSystem test
Fix tests
Fix Linux unit tests
Add CI for Linux
Fix CI errors
Skip SetCreationTime on Linux
Fix Dispose Exception by bumping xunit.runner.visualstudio
Merge pull request #87 from GerardSmit/fix/linux-unit-tests
Fix Linux unit tests
Fixed ZipArchiveFileSystem and project warnings
Move InternalZipEntry
Pass UPath to GetEntry
Add extra tests
Reduce allocations in UPath.Combine
Merge pull request #85 from GerardSmit/feature/symlink
Add symlink support
Merge pull request #88 from GerardSmit/fix/zip-archive
Fixed ZipArchiveFileSystem and project warnings
Merge pull request #89 from GerardSmit/fix/upath-combine-allocation
Reduce allocations in UPath.Combine
Update readme.md
Merge branch 'xoofx:main' into master
Fix possible marker NRE
Fix EquipmentOverlay NRE
Fixed CameraController NRE
Crosshair NRE fixes
Possible ViewModel NRE fix
Add empty action states to input arrays after loading bindings
some terrain sculpting to accentuate grassy areas
Changed slope cuttoff value in GenerateCliffTopology to expand cliff topology in proc map
Coastal cliff progress / generated all coastal cliffs
File cleanup
fixed culling side wrong on light fixture transparent materials
fixing some materials switches that were the result of meshlod changes
Can now use the radial menu option to remove handcuffs from a sleeping player