240,567 Commits over 3,867 Days - 2.59cph!

11 Months Ago
Update ActionGraphs, NodeLibrary restructuring * Now one NodeLibrary per TypeLibrary instead of per ResourceLibrary * No need to have a JsonSerializerOptions per ResourceLibrary any more ActionGraphResource serialization fixes Exposing some stuff in GraphView for derived types Fix ActionGraph serialization test Got rid of some debug logging
11 Months Ago
Basic GC buffer setting setup.
11 Months Ago
Fixed broken reference to priv.
11 Months Ago
Apply starting rotation Renamed shelter prefabs
11 Months Ago
Show server version in F8 panel
11 Months Ago
Fixed "Core/Foliage" shader not working with decals; only supports no-layers or layer0/default, for now
11 Months Ago
Make VRNative Compositor/System/etc. all properties TrackedDeviceInfo has battery percentage (cherry-picked from vr-stats branch) Battery percentage just displays in `vr_info` concommand for now
11 Months Ago
Actually include the functional part of SolidEnergy shader (DX9 only)
11 Months Ago
Added SolidEnergy shader from CS:GO Enables certain things to draw correctly from Portal 2 and Black Mesa Actually include the functional part of SolidEnergy shader (DX9 only)
11 Months Ago
Swapped mesh colliders for primatives. Lowered shelter.
11 Months Ago
Change the way we handle VRTextureWithPose - create an initial VRTexture and then (optionally) append pose data, rather than just creating a VRTextureWithPose outright Reinstate VR overlay code using new internal VR backend Move FromTransform into Matrix so we can re-use it
11 Months Ago
Change linear slop instead of convex radius
11 Months Ago
Hide compass when the map is open
11 Months Ago
Change the patrol heli crate from military crate model to elite / bradley crate model
11 Months Ago
Added new shader "Rust/Standard Packed Mask Blend" for testing
11 Months Ago
Add extra colors for industrial pipes - orange - light blue - purple - pink
11 Months Ago
Clean RPC system, ownership taking, renouncing
11 Months Ago
Update OpenVR SDK from 1.26.7 to 2.0.10
11 Months Ago
Expose render/exclude tags to CameraComponent
11 Months Ago
Updated Prevent Building Bounds To Prevent Clipping Moved Storage Adaptor To A More Suitable Position
11 Months Ago
Fix warning Make BytePack internal, expose functionality via TypeLibrary Add a LocalChannel for local Rpc calls
11 Months Ago
11 Months Ago
Fix possible NRE on nested deserialization
11 Months Ago
Disable HL2's sneak attack code for non hostile NPCs Also disable sneak attacks when ignore players is set, or ai is disabled Make duplicator actually spawn the correct NPC It was spawning them by entity class, luckily all of the base ones are present in the "NPC" list, now it spawns them by their actual original name in the "NPC" list. Make it easier to select addons in the Addons list (Pull Request) Reduce Panel:DrawTextEntryText type checking Causes issues with existing addons Add custom icons for tree nodes in spawnmenu categories (Pull Req) Added GM:CanCreateUndo hook (Pull Request) Added new CRecipientFilter functions CRecipientFilter.AddPlayers( table or filter ) CRecipientFilter.RemovePlayers( table or filter ) CRecipientFilter.RemoveMismatchedPlayers( table or filter ) Add "Bone" field for Entity:GetAttachment Add optional argument to Loco:Jump - activity Unhide r_portalscloseall Added Vector:Distance2D[Sqr](Vec) Entity:SetIK is now shared (was clientside only) Added GM:HandlePlayerArmorReduction( ply, dmginfo ) This change moves the armor reduction system to Lua (base gamemode), allowing full control over it. Fix OOB crashes with Entity.GetAttachment Fix SteamID placeholder calculation for clients with no SteamID Make CreateConVar type errors non halting experimental: dont break mods Fixed crashes due to CSoundPatch Add g_ragdoll_maxcount to server settings in spawnmenu Minor code adjustments RT_DEPTH_ONLY > RT_DEPTH_NONE for projected textures Minor changes from upstream Added missing TF2 map icons Fallback shaders only if they don't exist Change default value of mat_depthbias_shadowmap to 0.001 Was 0.0001, was in certain cases caused visual bugs. You can still set it to whatever you want. Delete crashhandler.dll/so I am fairly certain these are from Steam client binaries, which are now shipped by SteamCMD automatically TextEntry improvements * Fixed SetDrawLanguageIDAtLeft causing cursor selection to be offset * Fixed deleting a bunch of text and then typing not updating the horizontal scrolling to show the typed text Main menu workshop changes Allowed to favorite addons through menu UI Favorite and Vote Up/Down are now better synched with real values Favorite categories are not cached Merged Pull Requests * Fixed an infinite loop with string.Comma * Fixed server browser showing lowercase gamemode names for empty categories Mention nav_quicksave 2 in its description Merged Pull Requests Added math.Factorial Added language string for g_ragdoll_maxcount Fix citizens healing players with ai_ignoreplayers 1 func_door looping sound fixes Bump ents.FindInCone/Box return limit to match FindAlongRay (1024) Added lua_refresh_file <path> Bump ents library limits to MAX_EDICTS Enable episodic behaviors for npc_citizen Improve autorefresh handling for lua_openscript scripts If the opened script is in one of the special folders such as autorun/, autorefresh those based on our pre-existing rules. Added ENTITY:TranslateActivity( act ) for `ai` type entities Do not handle spawnicons and posters during render.RenderView Added GM:PostEntityFireBullets( ent, info ) This hook is called for every "pellet" of a FireBullets call, contains the performed trace (i.e. which entity it hit, and precisely where), and can block the bullet from firing when returning false Some of the bullet structure data is not available due to it being deemed useless or "obsolete" when the hook is called. Altered how missing members of GM:EntityFireBullets return table work They used to default to weird static values, now will inherit the previous value that was passed to the hook, which seems more logical Minor code adjustments Entity.SetPreventTransmit can now accept a table of players or a filter Added NPC.SetIdealYaw/UpdateYaw/IsFacingIdealYaw Added NPC.SetIgnoreConditions/RemoveIgnoreConditions Turn Lua effect creation warnings to non halting Lua errors Fixed NPC:SetSquad not working when the NPC has no squad Added IGModAudioChannel:GetBufferedTime() Fixed addon file conflict problem duplicating file paths on remount Merge Pull Request - return true for EntityFireBullets in base gamemode This allows multiple hooks to modify the bullet structure Don't play ammo pickup sounds for NPCs Panel:GetText/Value now returns text of RichText panels
11 Months Ago
11 Months Ago
Allow JSON converters to resolve node library on each call
11 Months Ago
Clear out any log entries that are from diagnostics on hotload (to prevent duplicate logs when hotloading often)
11 Months Ago
Raise the console when clicking status toggle buttons
11 Months Ago
Sort out padding for stack trace "copy to clipboard"
11 Months Ago
Panel:GetText/Value now returns text of RichText panels
11 Months Ago
Set convex radius to what rubikon used (should we change linear slop instead?)
11 Months Ago
Additional explosion bounce and overlay tweaks
11 Months Ago
Don't throw if we fail to create dock widgets (error when loading editor layout that has nonexistent managed types, i.e error list, game project editor docks)
11 Months Ago
added collision to laptop screen back
11 Months Ago
reworked collision on twitch rivasl desk so it can be deployed on tugboats
11 Months Ago
Updated and Improved Legacy Furnace Icon to include VFX
11 Months Ago
NetworkTable foundations
11 Months Ago
Console Window Improvements (#1332) * Added Status Bar console output * Moved log counts to the Status Bar * Moved stack trace to be inline with the Console * Removed Error List * Show all code editors in Preferences window, but disable editors that are not installed
11 Months Ago
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png Kill StatusBarLog after some time, based on LogEvent level Give StackTraceProperty a MinimumWidth so it pops out at a readable size Clear current stack trace entry when clearing the console On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics Progress on supporting showing 'simple' stacks for diagnostics ConsoleEntry refactor, can read simple stack of diagnostic messages now Refactor More cleanup Sort diagnostics by severity / project, so errors are output last on compile Clear status bar on compile, remove test button Delete Error List Move some code back to Engine, raise console dock when clicking status bar log Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon) StackTraceProperty row clicks can use CodeEditor again Add setItemEnabled to NativeEngine.QComboBox Add enabled parameter to ComboBox.AddItem Show all code editors, even if they're not installed, but disable the button Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever Experiment moving log counts to status bar Would be good if I actually clamped this value Use ToolTip instead of StatusTip in a bunch of places Don't delete StatusBarLog unless we're killing the console entirely. Re-use existing Widget where possible. Only run Update if last log was >10ms ago. Fix running EmptyAsync every time a log would come through even if it wouldn't display Replace async shit with frame event, forgot this existed Re-add icon def
11 Months Ago
curse piercing curse crit chance curse crit multiplier curse teleport full hp aoe upgrade
11 Months Ago
merge from HABParentingFix
11 Months Ago
merge from exploit_clamp_max_fps
11 Months Ago
merged from TugboatPhysXErrors
11 Months Ago
merge from ExplosiveAmmoFix
11 Months Ago
Remove some debug draws in 90153
11 Months Ago
cherrypicking 90150 - Added a longResourceForgiveness option to BaseMelee, does a second raycast with an extra 0.5m if the player missed on their swing and will only accept the result if the second raycast hits an ore node. Should make it easier to hit the hotspots on ores without having to crouch and climb all over them. Enabled on the rock only for now
11 Months Ago
Leaderboard backup, run #7588
11 Months Ago
Spawnable static props (torchholder_on, tunalight_on, fireplace_on, lab tables, catina chair)
11 Months Ago
Added kick and push cine gestures (from frontier bar door interaction). Added drink and chicken cine gestures - previously unlinked.
11 Months Ago
Added a longResourceForgiveness option to BaseMelee, does a second raycast with an extra 0.5m if the player missed on their swing and will only accept the result if the second raycast hits an ore node. Should make it easier to hit the hotspots on ores without having to crouch and climb all over them. Enabled on the rock only for now