240,704 Commits over 3,867 Days - 2.59cph!

11 Months Ago
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11 Months Ago
Fixed shadows missing on Shadow Quality = 1
11 Months Ago
Don't append a / to bansServerEndpoint if it ends with = so endpoints can use query strings instead
11 Months Ago
Fix spawnmenu Lua errors when using gm_spawn directly
11 Months Ago
Add retry logic to the companion server initialization Add app.retry_initialize console command to re-run the companion server initialization if it failed before
11 Months Ago
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11 Months Ago
Fixed wanted poster sketch NRE and not re-appearing after being out of client range
11 Months Ago
Layouts for poster2 and 3. SketchOverlay mask changes.
11 Months Ago
merge from main
11 Months Ago
merge from ammo_count_in_chests
11 Months Ago
Fixed light leaks in another stairwell piece
11 Months Ago
Added an end to temp VM
11 Months Ago
Temp VM/setup and somme placement setup work.
11 Months Ago
Fixed SERVER compile errors
11 Months Ago
metal_trim_02 + wood_trim_polished and all associated blends
11 Months Ago
Adjust bone scales in small hunting trophy so playermodel heads bounds are the correct scale
11 Months Ago
Fix player controller body pitching Add BaseComponent.OnComponentActivated, OnComponentDeactivated CharacterController obeys IgnoreLayers ParticleSystem checks control points are valid before using them Trigger test scene
11 Months Ago
Update Facepunch.ActionGraphs
11 Months Ago
fix compile error
11 Months Ago
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11 Months Ago
merge from main
11 Months Ago
merge fom base_decor_DLC
11 Months Ago
Copied over WIP action graph editor WIP dynamic action graph nodes OnShoot example in TurretComponent Node error messages, GetRelevantNodes, property get / set Let TurretComponent.OnShoot handle setting the velocity HandleConfigs Tweak how properties appear in node creation menu Fixed getting relevant nodes for signals WIP property panel in action graph editor Constant node drawing tweaks Small action graph editor fixes Error list panel https://files.facepunch.com/ziks/2023-10-12/sbox-dev_75o6iDzzHZ.png Fix error when clearing links Stack trace integration for exceptions thrown by action jigs Field get / set, sort nodes better Instance method nodes Type selection drop down Fleshed out type selector, now checks constraints Pure attribute for some things that should be expression nodes Comment nodes Node display tweaks Icon fixes Rerouting and other fixes Error list title fix Action link pulsing in editor Jig -> Graph Editor.ActionGraphs -> Editor.ActionGraph To match Editor.ShaderGraph Start on undo / redo
11 Months Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing Updated ActionJigs Some more node types Support deserializing system types if TypeLibrary is okay with them Error messages in node tool tips Added GraphView.GetRelevantNodes Node graph HandleConfig refactor Allow arbitrary nesting in node creation context menu Default handle color tweak Update Facepunch.ActionJigs Hotload: fix before / after constraints on upgrader ordering TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty Constant nodes Node interface tweaks Update() node UI after Layout() calls Update ActionJigs Try to get nodes to redraw on change Post-rebase fixes I missed Updated Facepunch.ActionJigs GraphView.CenterOnSelection Allow custom exception stack trace inspectors Update Facepunch.ActionJigs Update Facepunch.ActionJigs Null literal node Can get / set fields with nodes INode.CanClone, CanRemove Post-rebase fixes Update ActionJigs, expose some more reflection info Some more nodes Support for comment nodes in Action graphs Skip HideInEditor properties in ControlSheets Action node display tweaks PlugIn respects ShowLabel Rerouting fixes Fixed handle config names for generic types Action link pulsing in editor Json ignore / hide ShaderNode.DisplayInfo Dynamically size input / output plugs Fix updating plug types in shader graph Fix not being able to drop on a reroute node Fixed ActionJig test Put ActionJigDebugger in its own file Jig -> Graph Update Facepunch.ActionGraphs
11 Months Ago
Failing to create hull or mesh will still add a valid shape (insignificant sphere) Define IZ_UNITS_PER_METER in engine2
11 Months Ago
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Fixed mirror PlanarReflectionCamera NRE
11 Months Ago
Fixed mirror not reflecting player in standalone
11 Months Ago
Remove deleted bodies and shapes from m_CollisionEvents
11 Months Ago
testshelf
11 Months Ago
Fixed broken env volume in train tunnel slopes
11 Months Ago
Docs for ProjectedDecalSceneObject
11 Months Ago
Ignore world by looking for world tag, instead of entity == 0 (because it's always 0 in scene system) Trigger ignore if both have no touch events - not just one Fill out the ContactEnd struct Add PhysicsShape.Collider object
11 Months Ago
Set skinning knife up for all weapon racks.
11 Months Ago
merge from main
11 Months Ago
merge from base_decor_DLC
11 Months Ago
merge from cinematic_bypass_procedural_spawn
11 Months Ago
merge from fish_trap_item_filter
11 Months Ago
More debug stuff. UI lerp speed tweak.
11 Months Ago
Skinning knife T1 Skinning knife no longer default Skinning knife crafting cost pass
11 Months Ago
rocking chair 2 extra variants pushed the paint color to a mask to allow different colors
11 Months Ago
Slightly relaxed bathtub planter volumes - easier to place in a 1x1
11 Months Ago
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Added preprocessor directive to render tool Let cache have an option to auto update.
11 Months Ago
Cinematic 4k Textures/Materials for: -HuntingTrophy_Fish -HuntingTrophy_Large -HuntingTrophy_Small
11 Months Ago
A bit faster optional argument handling Also nicer code internally Rework killicon library New argument for killicon.GetSize - bool dontEqualizeHeight, set to true to return the actual height of a killicon killicon.Add can now use .pngs Added killicon.AddTexCoord - subrect killicons on a single texture (Community Contribution) Added killicon.Render - draws the killicon without weird vertical offsets, also has dontEqualizeHeight argument to draw unscaled killicon Changed base gamemode deathnotice to use killicon.Render to have better killicon alignment Fix targetID being jumpy player manager cleanups Merged pull request Add sequential parameter to net.Read/WriteTable Update gm_construct.nav Added walkable drop down only areas to elevated areas, such as roofs of certain buildings Added some navarea functions Added CNavArea.GetIncomingConnectionDistances Added CNavArea.GetAdjacentAreaDistances Both have optional arguments to limit output to a certain navDir, and return the precalculated distances to the returned areas. OnEntityCreated is now also called for clientside only entities Add .gma to file.Write whitelist Support Vector / Vector Merged pull requests * Clean up DOF_Ents table on DOF_Kill * Use Brackets for keys in PrintTable to avoid confusion with trailing/leading whitespace RecalculateLineBreaks before firing OnTextChanged Fix Panel:GetNumLines not being up to date within that hook. CNavArea:MarkAs(Un)Blocked first argument is now optional Fixed clientside ragdolls creating unnecessary bonemanip entities This is a regression fix Added classnames to "C_BaseEntity::UnlinkFromHierarchy" warning Made NPC:SetUnforgettable 2nd argument default to true And also made it actually work, whoopsie Fix CNavArea.MarkAsDamaging 2nd argument reading from the first Simplify some code Safe guard against invalid vector input to PhysObj functions OnScreenSizeChanged hooks get 2 new params - new sizes Fix airboat attachment name Fix seemingly incorrect calculation of vehicle wheel total height for rear axle Read settings/users.txt from MOD search path Added optional filter option to both EmitSound functions Added new RichText panel methods Added GetLineHeight Added SetLineHeight - values below zero mean no override Added AppendTextWithURLs Added model file types to file.Write whitelist Reduce .gma whitelist for data_static/ folder Only allow txt, dat, json, xml and csv - the other stuff can be stored in models/, materials/, etc. Clean ups Added navmesh.FindInBox
11 Months Ago
Mirror pickup Mirror no longer default and requires DLC to unlock Mirror damage setup Mirror crafting setup
11 Months Ago
Added Cinematic 4K Textures for : - Bath Tub Planter - Minecart Planter - Rail Road Planter
11 Months Ago
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11 Months Ago
Re-order VPhysIntersectionNotification_t to make it more c# interop friendly Add IPhysicsWorld.ProcessIntersections Add Gizmo.Draw.LineSphere easy mode Add PhysicsBody.OnTouchStart, OnTouchStay, OnTouchStop