239,597 Commits over 3,837 Days - 2.60cph!

6 Months Ago
Fixed debuglanguage being on by default (mode 2) instead of off (mode 0) as intended. Bug from merge in 94124.
6 Months Ago
Sorted test map so boat outer patrol paths can be generated properly
6 Months Ago
Subtract 93971. Seeing if we can do this another way.
6 Months Ago
Cubemapper tests Remove all ggx code for now & just copy directly to cubemap array TextureCube with mipmaps and arrays and mipmaps Move texture logic from cubemapper to c#
6 Months Ago
fixed crate_basic and crate_underwater_basic size issues fixed them also having duplicate materials for no reason on LOD0
6 Months Ago
Register and unregister Sync properties for child gos/comps appropriately
6 Months Ago
added addtional switch to mp5 to fix the missing fire selector on right side of mp5 game is now playable
6 Months Ago
Make PhysicsBody Enable and Disable actually work, remove shapes from broadphase and insert them back on enable Don't trace disabled bodies
6 Months Ago
Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one. Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix Set hitbox surface Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR Merge branch 'master' into multi-comp-synvar
6 Months Ago
When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR
6 Months Ago
When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table Don't do on the root though save that for the multi-comp PR
6 Months Ago
Refactor what packets are ordered into `PacketOrdering.cs`
6 Months Ago
More WIP
6 Months Ago
6 Months Ago
Added "Alpha Dither" toggle to "Rust/Standard" shader, which replaces Alpha Cutoff, to allow smooth alpha fades/transitions when using Cutout rendering mode
6 Months Ago
Reimplement packet ordering inside `NetWrite.PacketId()` so it doesn't require a breaking change
6 Months Ago
Cherrypick CS 92789
6 Months Ago
Reapply CS 92766 without the StartWrite( PacketId ) change
6 Months Ago
Merge from main -> full_server_demos
6 Months Ago
Fix some more fields only present on CLIENT - BasePlayer - MarketPlace - Demos - DemoItem - BaseEventUI - CardGameUI
6 Months Ago
Update SceneEditorMenus to use MakeIdGuidsUnique instead of MakeGameObjectsUnique
6 Months Ago
Fix server compile error (keep door trigger box serializable)
6 Months Ago
Set hitbox surface
6 Months Ago
Revert "Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one." This reverts commit 55d6e5c51d2fd6b663391d9e22c191a6a810603f. Switch GameObject/Component.Id to be serialized as __guid Upgrade PrefabFile on load Merge fix
6 Months Ago
Unforseen but when we link component reference from a prefab to property on something else in scene, we should still store component reference like we used to. We'll try to find the component in the scene directory by id if we can, but revert to old behavior if not
6 Months Ago
Fix merge addition in Door.cs
6 Months Ago
test export
6 Months Ago
Merge from main -> editor_compare_client_server_fields
6 Months Ago
merge from io_entity_snapping/button_fix
6 Months Ago
merge from full_server_demos
6 Months Ago
Put in guards against people having a property name of "id" (case-insensitive) on a component. Warn them if they do, don't serialize that property or try to deserialize it. Catch exception if trying to deserialize Id as a Guid but it isn't one.
6 Months Ago
merge from fix_demo_threaded_networking
6 Months Ago
Initial patrol state, editor Need to do a proper rewrite of the actor movement stuff before this works properly though. We should be sharing a lot of code here rather than re-writing the same thing across multiple states, and ideally we should be able to queue up positions to move to. https://files.facepunch.com/alexguthrie/1b1311b1/sbox-dev_AEtQOhETj3.png
6 Months Ago
merge from localization_tools
6 Months Ago
Fixed IO button bounds mismatch
6 Months Ago
Merged main to io_entity_snapping
6 Months Ago
merge from fix_flex_manager_spam
6 Months Ago
merge from tutorial_island
6 Months Ago
fix for elite loot crate missing its bottom face
6 Months Ago
Support for multiple components of the same type on a Network Object to have sync vars. Adding support for children of a network object that aren't themselves network objects to have components with Sync vars too
6 Months Ago
Remove standing weapon rack from excluded list for Pickaxe
6 Months Ago
Much more accurate navmesh placement of spawned scientists. BaseNavigator.PlaceOnNavMesh now takes parameter to control Y offset. Ifdef debug data to Editor only.
6 Months Ago
some more testing
6 Months Ago
desk lamp prefab and actiongraph added
6 Months Ago
Temp debug gizmo drawing. TimeSince init fix.
6 Months Ago
Use Id not __id as that is what was settled with for Component Ids
6 Months Ago
IzTriangleHull calculates center with doubles, I have no idea why this fixes triangle collision but it does handlebar_moustache small adjustments studdle colour adjustments Allow easy access to graph inputs from node menu, including "This" https://files.facepunch.com/ziks/2024-03-11/RkOMLQmLlN.png Facepunch/sbox-issues#5082 Fix copy/pasting nodes referencing graph target input. Fix NRE when deleting items from serialized list in inspector Fix removing dictionary entries not marking scene unsaved Get rid of redraw flicker when adding/removing from lists and dicts Proper fix for hull vs mesh at large coordinates (thanks dirk) Handle exceptions thrown when discovering reflection-based nodes Fixes Facepunch/sbox-issues#5157 Remove last references to lightbinnervr Readd Dynamic/Baked light settings on hammer Add Scene.Render to unify scene rendering - should fix sbox-issues/issues/4924 Strip out menu resources/startup resources - more trouble than it's worth Fix OnPreRender always getting called, even if execute in editor is false Tick UI right before render, after other updates Make ComponentTypeSelector slightly taller (fixes sbox-issues/issues/5155) Component selector search is scored, uses classname and description too Add tooltip to component selector Rename Particle System to Legacy Particle System Asset preview for fbx, obj, smd https://files.facepunch.com/layla/1b1211b1/sbox-dev_uPe3bKuNAh.png Don't preview smd for now SerializedProperty and ControlSheet support nullable values BoolControlWidget fade property when disabled Fbx serializer is too spammy Ignore unknown color formats in CMesh::CalculateInputLayoutFromAttributes Don't create model for preview mesh if there's no valid meshes Add Vector3.CatmullRomSpline, Vector3.TcbSpline Add SceneLineObject Add LineRenderer component Add line prefab Fix NRE Make joint more robust in finding physics bodies, improve the gizmos a bit Better anchor points for spring joint Fix async warning in PreviewMesh Izabu: Move triangle shifting further up the callstack so the fix gets applied to sphere and capsules too ICollisionListener & ITriggerListener have default interface methods + docs Resolves sbox-issues/issues/4852 Fix game setup's Launch Mode always falling back to default LaunchMode.Normal Resolves sbox-issues/issues/4923 Add RigidBody.MotionEnabled Fix prismatic disabling limit when it shouldn't Create slider with 2 pivots and an axis, this makes the most sense Base joint passes two physics points for joint creation Do a pass on all joints to make sure their local frames make sense Fixed joint keeps the bodies fixed where they are at the moment of joint creation instead of snapping Joint gizmo just draws a line from self to target game object Drag & drop components to change their order Resolves sbox-issues/issues/4254 EditLogs for when a component is moved Tick UI before resetting input - fixes sbox-issues/issues/5169 Fix ParticleGradient defaults not saving properly - fixes sbox-issues/issues/5144 Store lobby owner in lobby data, for access from list - fixes sbox-issues/issues/5141 Try to store package revision id in lobby Completely strip PackageDownloadMode Cancelling loading cancels properly - fixes sbox-issues/issues/4623 Make download cancelling more convincing, add more download lanes Add Panel.TooltipClass - fixes sbox-issues/issues/4746 FileSystem.Write/ReadJson - add AllowNamedFloatingPointLiterals to options Fix some Assets not loading properly from cloud folder on startup Allow both Sync and HostSync on a property. It means that both the Owner and the Host can control the value. Fixes Facepunch/sbox-issues#5153 Fix exception when deleting object in update SoundPoint can override distance attenuation, occlusion, reflection Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4 Don't include special name methods in TypeLibrary (getter/setterr spam) SerializedObject can handle methods ControlSheet supports buttons/methods Add [Button] https://files.facepunch.com/garry/85519e72-553c-4d0c-9ece-42f371fd31d3.png Add break button to Prop component Simplified ComponentSheet, makes use of ControlSheet logic more Editor style tweaks Fix unit tests, add SerializedProperty method test Component Ids (#1501) * Component id + prune those for refresh as well * Serialize id properly * Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id * Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type * Serialize as Id not __id so also picked up by MakeGameObjectsUnique * Scene unique component ids - update serialization test accordingly * Phase out storing GO guid and component type * MakeGameObjectsUnique -> MakeIdGuidsUnique (make old method Obsolete and redirect to MakeIdGuidsUnique) * Unit test for clone with references * When adding component or game object to Directory - check is there a component or game object with that id already, if so, force change it to a new one and spit a warning out. No component or game object should ever be able to share the same guid anyway but this makes sure * Add test for loading old reference model type from prefab / json * Test both old and new formats * Let's not make this elseif - always check both Revert comp ids on this branch Merge branch 'master' into snapshot-refresh
6 Months Ago
Allow turning off sound air absorption, turn it off on 2d sounds by default
6 Months Ago
And some more
6 Months Ago
Null checks in RefreshContacts