240,670 Commits over 3,867 Days - 2.59cph!

11 Months Ago
Remove unused (mostly legacy stuff)
11 Months Ago
Slightly tweaked slope and entrance environment volumes to make the lighting transition slightly smoother
11 Months Ago
Changed player_preview to facilitate two different post profiles for wanted posters. (Polaroid & sepia) Renamed some stuff to facilitate it.
11 Months Ago
Reduce latency by running callback for pose update immediately after WaitGetPoses Managed VR GPU flush timer SubmitTextureToCompositor returns success/fail status
11 Months Ago
merge form main
11 Months Ago
merge from centralized_ban_endpoint_fix
11 Months Ago
merge from companion_retry_logic
11 Months Ago
merge from base_decor_DLC
11 Months Ago
merge from rail_network_link
11 Months Ago
removed confusing additional skinning knife prefabs
11 Months Ago
rail road planter icon rerender
11 Months Ago
Skinning knife - viewmodel model rotated (to play ball with burstcloth setup), rigged and skinned - worldmodel model rotated, rigged and skinned - set up have physics on tie rope, updates to all of its prefabs
11 Months Ago
fixed deploying box ontop of storage barrel
11 Months Ago
basic colour material
11 Months Ago
Scene2prefab on all monuments that contain underground entrances, this should fix remaining broken materials
11 Months Ago
Fixed some objects not receiving shadows on mirror reflection
11 Months Ago
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11 Months Ago
Fixed shadows missing on Shadow Quality = 1
11 Months Ago
Don't append a / to bansServerEndpoint if it ends with = so endpoints can use query strings instead
11 Months Ago
Fix spawnmenu Lua errors when using gm_spawn directly
11 Months Ago
Add retry logic to the companion server initialization Add app.retry_initialize console command to re-run the companion server initialization if it failed before
11 Months Ago
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11 Months Ago
Fixed wanted poster sketch NRE and not re-appearing after being out of client range
11 Months Ago
Layouts for poster2 and 3. SketchOverlay mask changes.
11 Months Ago
merge from main
11 Months Ago
merge from ammo_count_in_chests
11 Months Ago
Fixed light leaks in another stairwell piece
11 Months Ago
Added an end to temp VM
11 Months Ago
Temp VM/setup and somme placement setup work.
11 Months Ago
Fixed SERVER compile errors
11 Months Ago
metal_trim_02 + wood_trim_polished and all associated blends
11 Months Ago
Adjust bone scales in small hunting trophy so playermodel heads bounds are the correct scale
11 Months Ago
Fix player controller body pitching Add BaseComponent.OnComponentActivated, OnComponentDeactivated CharacterController obeys IgnoreLayers ParticleSystem checks control points are valid before using them Trigger test scene
11 Months Ago
Update Facepunch.ActionGraphs
11 Months Ago
fix compile error
11 Months Ago
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11 Months Ago
merge from main
11 Months Ago
merge fom base_decor_DLC
11 Months Ago
Copied over WIP action graph editor WIP dynamic action graph nodes OnShoot example in TurretComponent Node error messages, GetRelevantNodes, property get / set Let TurretComponent.OnShoot handle setting the velocity HandleConfigs Tweak how properties appear in node creation menu Fixed getting relevant nodes for signals WIP property panel in action graph editor Constant node drawing tweaks Small action graph editor fixes Error list panel https://files.facepunch.com/ziks/2023-10-12/sbox-dev_75o6iDzzHZ.png Fix error when clearing links Stack trace integration for exceptions thrown by action jigs Field get / set, sort nodes better Instance method nodes Type selection drop down Fleshed out type selector, now checks constraints Pure attribute for some things that should be expression nodes Comment nodes Node display tweaks Icon fixes Rerouting and other fixes Error list title fix Action link pulsing in editor Jig -> Graph Editor.ActionGraphs -> Editor.ActionGraph To match Editor.ShaderGraph Start on undo / redo
11 Months Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing Updated ActionJigs Some more node types Support deserializing system types if TypeLibrary is okay with them Error messages in node tool tips Added GraphView.GetRelevantNodes Node graph HandleConfig refactor Allow arbitrary nesting in node creation context menu Default handle color tweak Update Facepunch.ActionJigs Hotload: fix before / after constraints on upgrader ordering TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty Constant nodes Node interface tweaks Update() node UI after Layout() calls Update ActionJigs Try to get nodes to redraw on change Post-rebase fixes I missed Updated Facepunch.ActionJigs GraphView.CenterOnSelection Allow custom exception stack trace inspectors Update Facepunch.ActionJigs Update Facepunch.ActionJigs Null literal node Can get / set fields with nodes INode.CanClone, CanRemove Post-rebase fixes Update ActionJigs, expose some more reflection info Some more nodes Support for comment nodes in Action graphs Skip HideInEditor properties in ControlSheets Action node display tweaks PlugIn respects ShowLabel Rerouting fixes Fixed handle config names for generic types Action link pulsing in editor Json ignore / hide ShaderNode.DisplayInfo Dynamically size input / output plugs Fix updating plug types in shader graph Fix not being able to drop on a reroute node Fixed ActionJig test Put ActionJigDebugger in its own file Jig -> Graph Update Facepunch.ActionGraphs
11 Months Ago
Failing to create hull or mesh will still add a valid shape (insignificant sphere) Define IZ_UNITS_PER_METER in engine2
11 Months Ago
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11 Months Ago
Fixed mirror PlanarReflectionCamera NRE
11 Months Ago
Fixed mirror not reflecting player in standalone
11 Months Ago
Remove deleted bodies and shapes from m_CollisionEvents
11 Months Ago
testshelf
11 Months Ago
Fixed broken env volume in train tunnel slopes
11 Months Ago
Docs for ProjectedDecalSceneObject
11 Months Ago
Ignore world by looking for world tag, instead of entity == 0 (because it's always 0 in scene system) Trigger ignore if both have no touch events - not just one Fill out the ContactEnd struct Add PhysicsShape.Collider object
11 Months Ago
Set skinning knife up for all weapon racks.