251,241 Commits over 3,959 Days - 2.64cph!

3 Days Ago
Increased ballista textures aniso level, less blurry in first person view
3 Days Ago
primitive -> 4ShotMiniCrossbow
3 Days Ago
Ballista: Fixed reloading while aiming feeling choppy Improved the client prediction Broke the audio tho, needs more work
3 Days Ago
Imported Pies World Model FBX Setup a Basic Pie World Model Prefab
3 Days Ago
Updated Pie Materials and Increase Pie AO Texture Map
3 Days Ago
merge from primitive -> aux2
3 Days Ago
Add GameSettingsEntry.Default since we'll want to give the controls default values
3 Days Ago
merge from primitive_gm -> primitive
3 Days Ago
Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup
3 Days Ago
Fix NRE on server startup by removing the balancing of spawn population weights - trust that the convars will be set early enough in startup - worst case the weights will even themselves out as players consume resources
3 Days Ago
merge from primitive -> primitive_gm
3 Days Ago
Remove unused max walking speed
3 Days Ago
- Cleaned up siege tower ramp colliders - Ensured transition onto siege tower ramp and into the door are smooth
3 Days Ago
Added tiling reinforced glass material. Removed baked AO from battering ram door.
3 Days Ago
Update: ServerDemoPlayer - now loads a save associated with the chunk Doesn't actually move the player entity, but it's there. Will investigate what I'm missing next. Tests: played back demo, saw logs confirming spawning of 330 entities from save, and saw player entity in the world.
3 Days Ago
Rotated Crossbow worldmodel again
3 Days Ago
Bugfix: FullDemoServer - properly drop packets that were recorded before initial world save Still not sure if it's the best option, as I worry we might miss a couple packets. Alternatively could just clamp timestamp to 0. Tests: Played back the server demo - managed a full playback(previously it was stuck at start)
3 Days Ago
Added right click method to print out npc vending orders into a nice text format
3 Days Ago
Add ConVarFlags.GameSetting Add internal TypeLibrary.GetMembersWithAttribute<T> Add EditorUtility.CreateTypeLibrary( CompilerOutput[] ) Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
3 Days Ago
Updated FGD files Remove redundant category from npc_tf2_ghost Minor cleanups Fixed Entity.DoNotDuplicate not affecting saves properly Do not save singleplayer tool ghost in saves Restore CameraProp's keybinds on level transition This really needs to be done for all tool entities
3 Days Ago
Baseline
3 Days Ago
Ensured the rest of the siege towers are in the correct bundle
3 Days Ago
Updated deprecated CPanel calls (#2184) * Made NumSlider automatically pick the convar value. * Added PropSelect method to controlpanel. * Replaced "AddControl" with non-deprecated code. * Added dedicated method to select rope material. * Various fixes to suggestions * Minor changes * Minor clean ups * Fix Balloon tool having broken model selector * More cleanups * Added ControlPanel:ComboBoxMulti --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
3 Days Ago
Ensured siege tower is in the correct content bundle
3 Days Ago
Added missing label to siege tower (was preventing it from being picked up on manifest build)
3 Days Ago
Added SoundscapeTrigger.Volume so you can control the volume of a Soundscape from the component Added more property/enum docs to SoundscapeTrigger and gave TriggerType entries [Icon]
3 Days Ago
Updating battering ram hardware rig
3 Days Ago
Added separate reflection modulation support to the environment volumes
4 Days Ago
Add placeholder sounds for the tiger
4 Days Ago
Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async
4 Days Ago
Fixed a bug where calling GameObject.GetPrefab could network spawn game objects. Never network spawn game objects if its scene is a PrefabScene. Merge branch 'master' of sbox New Clothing - Headphones https://files.facepunch.com/daniel/1b2011b1/0OyFzoEgI6.png LODs and Human aswell CommandList.GetRenderTarget with SizeFactor, don't allocate DepthTexture for it since it's not being used anywhere yet Overlay is considered a game layer since it draws to color, fixes depth prepass for overlays, remove overlay prepass from renderpipeline_standard Optimze Pixmap.FromTexture (don't swizzle the format 3 times) 4096x4096 339ms -> 115ms 2048x2048 90ms -> 50ms 1024x1024 20ms -> 10ms Bottleneck is going to be the data read from GPU -> CPU, not much else to do Fixed an issue where FromHost sync vars could get stomped. Optimized delta snapshot updates - we no longer need to even try to process networked objects we don't own. Fixes Facepunch/sbox-issues#7261 Security check in snapshot processing - don't process snapshots we receive for an object if the source connection doesn't own it and isn't the host Force add compiled VR menu scene Stop "Create Sound Event" pranking people by opening to the wrong directory, resolves Facepunch/sbox-issues#7421 Move VRSceneSwitcher + add warning and move back to OnAwake, recompile main menu In VR, menu defaults to having VR tag enabled Merge branch 'master' into jsonfree-clone
4 Days Ago
Update: SaveRestore - separate save-to-stream processing from main loop - Done every end of frame This made it problematic in editor, as our regular saving loop is disabled by default in editor. Tests: recorded full server demo with 1 min chunks - saw the saves being generated for each chunk
4 Days Ago
In VR, menu defaults to having VR tag enabled
4 Days Ago
More art progress Add some colour tint and expand art
4 Days Ago
Reduce tiger speed as it was too fast most of the time, fix hurt anim not playing, add very basic placeholder hitboxes
4 Days Ago
Move VRSceneSwitcher + add warning and move back to OnAwake, recompile main menu
4 Days Ago
Clean: FullServerDemo - separate benchmarking code to a partial class Tests: editor compile in Client, Client+Server and Server modes
4 Days Ago
Buildfix: don't leak server-only callbacks for IDemoProcessor Tests: compiled in editor in Client mode
4 Days Ago
Fix example in comment
4 Days Ago
Reassign tiger skeleton bones
4 Days Ago
Forward OnDied to entity component
4 Days Ago
Bugfix: FullServerDemo - record server info in editor - Removed previous static globals Reimpelemented via IServerCallbacks so that we have 1 point of modification instead of multiple Tests: Recorded a session on Craggy in editor - generated json had the data
4 Days Ago
Stop "Create Sound Event" pranking people by opening to the wrong directory, resolves Facepunch/sbox-issues#7421
4 Days Ago
hedge shears prop
4 Days Ago
Force add compiled VR menu scene
4 Days Ago
Radiator Scale fix
4 Days Ago
Update: FullServerDemo - create a save when starting a new chunk - Moved chunk logic outside of packet serialization - Using double buffering of packets when performing a save, to sort which packets go along which save/chunk - Packet timestamps are now resolved during recoridng time, not during demo thread's serialization stage(as that can be deferred and out of sync) - Moved all demo-related logic from BaseNetwork to BaseNetwork.Demos Mostly done with the recorder side. Tests: Ran around on craggy with editor's autosave enabled and at max frequency (1 second), and demo recording at min chunk length(1 min).
4 Days Ago
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4 Days Ago
assigned tiger avatar definition to tiger anims
4 Days Ago
cleaned up catapult ragdolling and improved ragdoll mid-air flailing