242,135 Commits over 3,867 Days - 2.61cph!

Yesterday
Optim: Replace TreeEntity.Update with a an editor-only renderer - Handled by an EditorTool(work in progress, doesn't track all changes to the scene) This wins back 16ms on a 6k world in editor. Tests: Loaded swamp_a scene from a cold start, was able to see trees. Started 6k procgen map, fps was better.
Yesterday
re-created v3 anim folder, taking existing .meta & retaining clips, all anims now using v3 avatar
Yesterday
Eyes rotate with platforms https://files.facepunch.com/7b4e58ef-cc50-4e2d-b7ef-8f8a8cd2161d.mp4
Yesterday
Store Connection internal state if ConnectionInfo doesn't exist then we can just use that
Yesterday
Add IsDeleted checks to loading startup scenes. Facepunch/sbox-issues#6594
Yesterday
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host
Yesterday
Add ability to close tool window tabs, scoped to scene/prefab tabs only - resolves Facepunch/sbox-issues#6653 https://files.facepunch.com/tony/1b2211b1/sbox-dev_3TNYa6UlBY.mp4
Yesterday
Merge from copypaste -> main
Yesterday
Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
Yesterday
Remove / clean up old assets and poorly named stuff
Yesterday
Add ability to undo pastes with `undopaste` command - only kills entiites you pasted (if you want to redo a paste, just paste it again manually)
Yesterday
Scene.Title, Scene.Description are obsolete Fix JsonObject.GetPropertyValue not always returning defaultvalue Add SceneInformation component, replaces Scene.Title, Scene.Description - can create your own meta providers, works in prefabs Add SceneFile.GetMetadata( name ) Add PrefabFile.GetMetadata( name )
Yesterday
Use SceneMeta instead of Name/Description
Yesterday
second noise layer for coverage
Yesterday
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc Normalize map path name Can tie map meshes to GameObjects, these get built into models and any components on the GameObject with a Model property get populated by it Trim world builder Implement CMapGameObject::Copy Sync native transforms to managed Scene changes (new component, prop edits, etc.) mark Hammer map as having unsaved changes (otherwise it refuses to save) Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative) Fix warning
Yesterday
Adding new player anims
Yesterday
Updates to intro area and blockouts
Yesterday
Allow pasting directly from name - `paste cars1` will load "cars1" and paste it while persisting current clipboard Filter entities when pasting instead of copying (allows you to change filters after copying a single time) - change convars from "copy_npcs" to "paste_npcs" - filter entities that have no parent when pasting - add option to filter vehicles
Yesterday
Client trigger, art root setup. Initial basic facing nearest player logic.
2 Days Ago
Lets try making the player face correctly again Sub intro cutscene text Swap to models of platforms
2 Days Ago
setup admire anim for metal shield
2 Days Ago
Codegen
2 Days Ago
Fixed rotate Phys trace Rotate player onstart to face correct direction
2 Days Ago
Add "Set to None" option to InputActionControlWidget https://files.facepunch.com/tony/1b2211b1/0WMKcWO3Z1.png
2 Days Ago
Move on Fixed
2 Days Ago
Third person camera clipping Use the same collision rules when tracing Better handling when third person camera is too close Don't position camera in editor Switch the rest of the test scenes to use new player controller
2 Days Ago
Remove tags for moving Phys character updates
2 Days Ago
Snakes can now reposition after striking. Added variables and convars for reposition chance, min/max radius and multipliers.
2 Days Ago
Merge: from main Tests: none
2 Days Ago
Some general cleanup, moved tool to Tools/Cinematic/Pose Tools
2 Days Ago
Added Undo support to Pose selected, pose random and paste pose options
2 Days Ago
Merge: from requesttrees_spike This reduces overhead of streaming grid cells of tree impostors from 3.5m to 1m on a 4.5k server. Tests: 2 editors(1 server, 1 client) in same session - streamed no changes, removed 1 tree then re-streamed, and streamed with disabled lazy serialization
2 Days Ago
Avatar field in PoseTools will now persist between editor restarts (saved in EditorPrefs)
2 Days Ago
Fixed copy/paste buttons not working in PoseTools
2 Days Ago
merge from kayak_perf_fix
2 Days Ago
merge from icesheet_fix
2 Days Ago
Merge: from main Tests: none
2 Days Ago
merge from oases_topology_fixes
2 Days Ago
merge from optimize_hbhf
2 Days Ago
merge from voice_chat_cctv
2 Days Ago
Merge from main
2 Days Ago
merge from world_update_2
2 Days Ago
merge from nuking_old_cliffs_in monuments
2 Days Ago
merge from halloween24
2 Days Ago
merge from main
Leaderboard backup, run #14837
2 Days Ago
Correctly scope to current scene when pressing [Button] Fix gizmos being unavailable during editor tick
2 Days Ago
IKReachOut ignore player body PlayerGrabber ignore player body Try to auto assign player body renderer No collision sounds on player body Add button to automagically create the player body Ensure PhysicsCharacter is axis aligned on startup, but rotate body/eyes Update a bunch of scenes to use the Physics Character