240,022 Commits over 3,837 Days - 2.61cph!

7 Months Ago
new version of military flame thrower viewmodel fbx - mesh to setup and get started with anims - textures not final - no world models yet
7 Months Ago
When adding a collider, update the rigidbody's gameobject transform immediately to avoid offsets Formalize how Rigidbody attaches colliders, add tests Deserialize GameObjects as disabled, and enable when all children and components are created Tweak editor painting to avoid crash Lauinching
7 Months Ago
7 Months Ago
Automatically call ClearReflectionCache when adding / removing assembly
7 Months Ago
7 Months Ago
Network Authority / Permissions (#1457) * Can a connection create objects? * Send network destroy even if DestroyImmediate is called * Ownership authority flags * Let GameObject have [Sync] too (test) * Reorder enum, add [Expose] * Change up logic for can create objects - only check if we have a source * Default CanCreateObjects to true for now (this is current behavior) * Initial implementatior for ownership authority * Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars * Initial implementation of Rpc authority * Remove a test log * CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed * Make it CanSpawnObjects * CanSpawnObjects settable only by the host * Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor * Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo * Default CanSpawnObjects to true for now * When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host * Remove this for now, sus is later * CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all? * NetworkAccessor.SetOwnerTransfer method * Documentation fixes * Rename Rpc.HasAuthority to Rpc.HasPermission for consistency * Owner can always drop ownership * Allow owner transfer changing from current owner
7 Months Ago
Set saved gizmo settings way earlier, protect against stomping the settings instance Fixes sbox-issues/issues/4888
7 Months Ago
Allow owner transfer changing from current owner
7 Months Ago
7 Months Ago
Add icon.png
7 Months Ago
Added NodeLibrary.ClearReflectionCache()
7 Months Ago
7 Months Ago
Add support for CSS `font-smooth` https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_oYg0ytkmSm.png
7 Months Ago
Owner can always drop ownership
7 Months Ago
Fix MultiSerializedObject propagating OnPropertyChanged Facepunch/sbox-issues#4885 Call GameResource.PostReload() after saving to disk Clears cached scene in PrefabFile Facepunch/sbox-issues#4885
7 Months Ago
final alignment to the structure to match welds moonpool and beams detailed greybox
7 Months Ago
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
7 Months Ago
Metal roof textures Update
7 Months Ago
Documentation fixes
7 Months Ago
NetworkAccessor.SetOwnerTransfer method
7 Months Ago
CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all?
7 Months Ago
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7 Months Ago
merged from keycard_color_fix
7 Months Ago
merge from wounded_map_fix
7 Months Ago
merged from workshoplightfix
7 Months Ago
merge from map_entity_load_fix
7 Months Ago
Don't just use ClassName to serialize types in ActionGraph Fixed Facepunch/sbox-issues#4869
7 Months Ago
Add a NavMeshObstacle for the Bradley that gets toggled with deployed status.
7 Months Ago
Added an AIInformationZone to Bradley. Added move/cover AI data points. Toggle the AIInformationZone on/off with deployed status. Assign the AIZ as a virtual AIZ to Scientists when spawning them.
7 Months Ago
Merge from main
7 Months Ago
Moved NPC position a little lower to avoid floating
7 Months Ago
Tutorial NPC now looks at player when they are in range
7 Months Ago
Leaderboard backup, run #9748
7 Months Ago
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7 Months Ago
Allow for custom camera far clip distance as well. Reduce to 0.5m for roadsign gloves, to not show the rear glove.
7 Months Ago
Allow custom pivot points for items in the skin viewer, to override the automatic pivot on a case-by-case basis. Set custom pivot point for roadsign gloves.
7 Months Ago
Merge from tutorial_island
7 Months Ago
Set up skin scripts properly for things like roadsign gloves
7 Months Ago
WIP NPC "angry exit" controller state
7 Months Ago
Backups
7 Months Ago
Updated a few help prompts with new videos
7 Months Ago
Tweaked NPC controller with improved idle to talk anim blending. Added angry state for implementation
7 Months Ago
Added button to reset tutorial in options menu
7 Months Ago
Change default flush interval from 1 min -> 5 min
7 Months Ago
Store session start timestamp (when demo recording started) in header Use connection Guid instead of dictionary in player lookup (to avoid players reconnecting causing issues) - change DemoPlayerInfo.SteamId -> Guid (ulong technically) Change path to `server-demos/{serverid}/sessions/{sessionid}/{chunkid}.sdem` (to make it easier to navigate in azure) Fix compressedSize in demo header being incorrect (FileStream.Length > FileStream.Position)
7 Months Ago
Switch from `demo_server_id` -> `server_id` convar - save across restarts - set server_id on startup if not set Remove `upload_token` convar, rely on putting SAS token in upload endpoint for now (can polish later once we figure out how we want to refresh tokens) Fix hardcoded "test" container and use the container from the SAS url
7 Months Ago
Added loading spinner to show that a 3D skin view is loading. Added a callback for skin set failure to hide the loading circle.
7 Months Ago
Fixed rug skins not showing up
7 Months Ago
Fixed more issues with skins not loading or loading incorrectly
7 Months Ago
Updated tutorial welcome prompt with video asset + slight formatting and layout changes