249,636 Commits over 3,959 Days - 2.63cph!
Leaderboard backup, run #
16744
Added test clothing items with differing amounts of armor slots.
Added test leather and metal inserts with differening stats.
More customization for tangent frames/up vectors
This is useful for stuff like loops.
1. Default Up Vector (0,0,1) -> twisting artifacts:
https://files.facepunch.com/lolleko/2025/January/09_17-52-OrangeredCowrie.png
2. Automatic up vectors using rotation minimizing frames (RMF)
https://files.facepunch.com/lolleko/2025/January/09_17-53-DesertedClam.png
3. Manual up vectors/frames:
https://files.facepunch.com/lolleko/2025/January/09_17-52-MisguidedWryneck.png
Tripmines parent to what they were placed on (moving platforms, doors, etc.)
Added [IconName] Attribute for String Properties, creating an Icon Picker ControlWidget
https://files.facepunch.com/CarsonKompon/2025/January/09_11-26-LateSwordfish.mp4
Added Right Click -> Clear to IconControlWidget
Added Context Menu to DateTimeControlWidget (Set Month, Set Current Date/Time, ect)
Another angle at action graph properties
Menu for adding properties
Some restructuring / simplification
Can get / set action graph properties
VR: Deprecate List-based `VRController.GetJointData()`, replace with array-based `VRController.GetJoints()`
Explosions mark DamageInfo.IsExplosion = true
Tripmines are damageable, shooting attributes the kill to the shooter, explosions cause a delayed explosion
Look for damageable components in parents instead of children, needed for tripmine children colliders and makes more sense?
Remove ToolsVis Mode (#1763)
* Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
* Remove ToolsVis() MODES from all shaders 🙏🏻
* Remove ToolsWireframe and ToolsVis from shadergraph template
* Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
* Compiled shaders with branched ToolsVis
Ballista things/progress backup
TriggerHurt: Look for a collider instead of RequireComponent
Remove transform offset from map loader
Remove ToolsVis from RenderingPipeline, remove ToolsVis combo, make it toggle through the integer only
Remove ToolsVis() MODES from all shaders 🙏🏻
Remove ToolsWireframe and ToolsVis from shadergraph template
Legacy ToolsVis isn't even supported, any legacy variable refs to it can go
Compiled shaders with branched ToolsVis
Include armor inserts in armor info UI stats
Use our new map by default
updated mini crossbow 3p anims and edited skinning on gun rig
Change PlayerController [HelpUrl] to the sbox.game URL
Replace animation [Header]s with [Group]s in PlayerController for consistency with the other tabs
Leaderboard backup, run #
16742
Add primitive version of T1 tech tree, except satchel is missing (as an example)
Mark existing tech trees as the unknown era
Add support for a different tech tree for primitive gamemode
adobe folder structure fixes
Get more information from ControlSheetRow ToolTips, showing the C# Type and C# Property Name.
https://files.facepunch.com/CarsonKompon/2025/January/09_09-14-LateHorseshoecrab.mp4
Added ControlSheet.IncludePropertyNames, defaults to false. Only show C# Property Names in GameObject, Component, and GameResource inspectors.
Colour code the type names in Property Tooltips, also ensure property names don't show for Variable Prefabs..
Compiled shaders with branched ToolsVis
ceiling fan updates + added ceilingfan_c
added metal_details_02
uses transparency
Restored standing anim when pressing ctrl
Code cleanup, naming
▇▋▋▉▋ ▍▊▍▊ ▆▆▆▍▅▇▋_█▄▉▊▇▉_█▌▉▍▅▍
▌█▄▇▇▄▅ ██▌ ▉█▆▊▊▅▍ █▉▆ ▅▇▆▉█▇▇ ▇▅ ▊▊▇▋▋▋
- ▋▍▌ ▌▉▇▋▉▊ ▇▋ ▍▇▉▉█▌ ▋██▉▅▉▍ ▍▋ ▌▇▌▆ ▅▊█▌▌▆▅ ▉▄▌▇ ▌▉ ▆▊▇▄▋▉ (▆▋▉▇▇ -> ▆▉█▍▌▌▉ -> █▊█ ▅▄██▊▇▆ ▆▋ ▉▄▋▉▆▆), ▉▊▅▋▊█▉▇ ▅▊ ▇▌▆▋▅▇▍
User perms config
Allow Json comments
Add default users.json file and change structure of config
Don't ignore game/config/users.json because we want to keep the default with comments
Return true in Connection.HasPermission if the connection is the host. We'll check user permissions from the config file for connections to a dedicated server.
Remove some test logs and make HasPermission available
Hide/Unhide works on Hammer GameObjects
Resolves Facepunch/sbox-issues#7200
Rat: give weapon a svg icon
Fix rat pickup item prefab reference
Rat: try to bite target if we're lunging and they're close enough
Horse prevent movement collider ignores the physics debris layer (dropped items)
Rat: add grounded checks instead of arbitrary timing
Add some debug stuff to mover
Bugfix: more NRE reductions in server-demo
- Skip VoiceData and other messages that we can't support in editor environment (or don't want to)
- Properly "disconnect" player when entity is being destroyed
- "shutdown" the demo server when at the end of the demo to avoid unnecessary replication attempts/NREs
This brings down NRE count during playback and shutdown from 40+ down to 4. Next up need to figure out if Tick processing works correctly (it ticks, but main player doesn't move).
Tests: played back the same client demo, saaw the reduction in errors
Added Viewmodel Renderers to arm and arrow parts
adjusted metal_details trans map
Add rat weapon that throws a rat
Fixed horse saddle stack sizes
Remove start and end duration on fractional reload
Removed RidableHorseAudio logs