240,585 Commits over 3,867 Days - 2.59cph!
3p m4 shotgun anim updates, setup override controller
Fix possible NRE on startup from cookies (?)
Adding play and stop event (#49)
This events has triggered when the scene is started or stopped.
Add GetAttachment method to AnimatedModel (#29)
* Add GetAttachment method to AnimatedModel
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Co-authored-by: Fortune <7847372+Fortune117@users.noreply.github.com>
Temporary group header in componentsheet
Move Static to Collider - fixes sbox-scenestaging/issues/28
Fix GetComponents not returning derived classes (fixes sbox-scenestaging/issues/33)
Set the correct surface on ModelColliders (fixes sbox-scenestaging/issues/39)
Make name unique when duplicating (ctrl+d)
Make ID's unique when pasting
Fix GameObject/Component references not filling in disabled objects
Add button for unlit mode to SceneView (fixes sbox-scenestaging/issues/48)
Basic skeletal pose component - only works with Alyx hands, needs some more thought
https://files.facepunch.com/alexguthrie/1b1311b1/vrmonitor_2IaktVphKK.png
Remove unused UseRelativeTransform from tracked pose component
Can drag prefabs from assetbrowser to hierarchy (fixes sbox-scenestaging/issues/4)
Collider uses new shape.Tags
Dragging objects into the scene uses physics traces instead of scene traces
Remove drag tags when dropping into scene
Show scene options when selecting scene root (fixes sbox-scenestaging/issues/12)
Keep selected object when starting play mode (sbox/issues/1340)
Add some shorthand methods for PanelComponent
Make PanelComponent partial (whoops)
Add Setclass to PanelComponent
ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61)
Make sure all our menu popups have a parent, make them stick to the screen their parent is on
Component headers can be dragged into control slots
Use fixed position when opening component context menu with the button
It just feels slightly better this way
Add support for moving multiple selected GameObject nodes in the hierarchy
Merge remote-tracking branch 'origin/main' into action-editor
Some fixes after updating Facepunch.ActionGraphs
Fixed IsTypeParameterRequired regression
mint and lavendar id_tags
Twitch Rivals hazmat variation
Added trimsheet material category
Add test for CodeGeneraror wrap method with no arg. Fix wrap method with no arg causing syntax error in generated code.
changed push strength upgrade
white-space pre-line
voice of god more variety
more voice of god text
curse regen
curse less choices
Trimsheet planters; Hammer mesh to model
Trimsheet Doors; Hammer mesh to model
merge from BlackjackWhiteCardBackFix
Setup Legacy Furnace Folders
Arguments has to be a byte array
merge from water_junkpiles_boats
merge from junkpile_update_surroundings
merge from Twitch_Rivals_IV
🚩 Run the exit code before the main game loop, so it doesn't try to render without a window
Flagged because this might cause some unforeseen issues.
Network object destroy, destroy leaving client's objects
Leaderboard backup, run #7444
Remove left over resourcesystem references
Remove SceneSystemQtApp so they never get used
WIP support for showing multiple teams on the map view while spectating (and potentially all players?)
Merge main -> RagdollRewrite2
Fixed unparenting/jittering/general weirdness when placing deployables near walls and standing on them while tugboat is moving
Remove debug ray in TriggerParent
BeginEdit respects CanEdit
Basic name editing for TreeNode
Added a Waypoint Race system
Can be started via WayPointRace.startRace convar
Will look for a series of waypoints based on a passed string, eg. calling "startRace air_race" will make a race out of the named waypoints with the air_race prefix (air_race0, air_race1, etc)
All vehicles within 20m of the starting waypoint will be considered participants
Players receive a toast with a time at each checkpoint, a toast when they end the race with their final position and time and when all players have finished the race a timing sheet for everyone is sent via chat
Added a helipad start point to craggy island with an example set of waypoints
Cherrypick
84867 (Editor only) - 'Add Parent GameObject' update
Add global.updateNetworkPositionWithDebugCameraWhileSpectating, allows the debugcamera to update network groups as it moves around
This will only work if the player is currently spectating, when this enabled and a debugcamera is active the spectating player will be unparented from their spectate target
Fixed second player to join a blackjack game getting a white rectangle instead of the standard card back image on their first round
Removed barren map from bundles - Barren retired
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Light fixes
Can use Material and shading without PixelInput
Added BR br_sphere purple, red and green prefabs
Yet another materials update commit
Added Mint (teamid 9000/colour aeeeee) and Lavender (teamid 10000/colour ffe7ff) to the set of hardcoded team id colours
Added RelationshipManager.createAndAddToTeam that takes a uint parameter for easy testing (eg. RelationshipManager.CreateAndAddToTeam 9000 will make a new team with that ID and assigns the player in front of you to that team)
WIP expression generation rewrite
* To support expression nodes with multiple outputs
* Make sure nodes are evaluated as few times as possible
* Make sure output values are properly scoped / not overwritten
WIP CallGraphNodeDefinition
First pass of expression generation rewrite
Fixed failing tests
Some more work towards nested graphs
Test for expression nodes being evaluated once per output event
WIP expression graphs, output nodes
More input / output node validation
Basic UpdateInputOutputs support for expression graphs
Test for expression graph creation / invocation
Work on generating outer delegate for expression graphs
Can now evaluate basic expression graphs
Reachability validation hack for expression nodes
Reachability validation hack for expression nodes
Can now evaluate basic expression graphs