240,745 Commits over 3,867 Days - 2.59cph!

12 Months Ago
Don't play wire connect effect when reconnecting wire
12 Months Ago
Port over pulley joint
12 Months Ago
Wire tool saves current wire when unequipping it
12 Months Ago
Add Gradient type, editor, tests https://files.facepunch.com/garry/de833785-fe3d-4cc9-b27a-035df8705130.png Don't hit gizmo hitbox if too close FloatControlWidget observes [Range] attributes, creates a slider https://files.facepunch.com/garry/64940736-605c-4d7f-a7f7-5d20c1427fa2.png Add SceneModel.AnimationGraph New Outfit Piece! - Chef's Skull Cap https://files.facepunch.com/daniel/1b1711b1/R8fCJOhbSd.jpg LODs coming ASAP Fix leaked resources when CSwapChainDx11 is resized Before: https://files.facepunch.com/matt/1b1711b1/Taskmgr_mvUnDuMcc1.png After: https://files.facepunch.com/matt/1b1711b1/Taskmgr_fd19SDW3Xa.png CSwapChainVulkan also flushes scratch rendertargets on resize Add PhysicsBody.AddShape() which takes a Hull and transforms it Fixed check for if this is first time assembly is enrolled Call TriggerRegisterEvent before OnHotloadSuccess This makes sure that TypeLibrary knows about the new assembly before things like EntityManager.OnHotloaded() get called. Recycle shadow depth texture if requested atlas is of same size, remove code for unused mask texture Hammer uses same shadow atlas as everything else If there is no current game, generate s&box.sln (fixes sbox/issues/1302) Clean release build at 1am every day Fix bloom being enabled by default Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc) artifact game log files when running test Write s&box.sln in unit test proper See if we can convince it to compile editor addons during test KeyBindWidget: Fixed using the wrong code for middle/right mouse button Plumb in a fix for EntityPrefabEditor entity selection Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor Fill out SceneParticles Chef outfit LODs Hair-net White variation Add NavigationPath.GetPositionAlongPath Add Gizmo.Draw.SolidTriangles Remove all the Msg'ing when generating a navmesh Merge branch 'master' into map-build-fix
12 Months Ago
Merge Main -> RagdollsOnVehicles2
12 Months Ago
12 Months Ago
Keep type parameter properties in method call nodes
12 Months Ago
Merge from rail_network_link
12 Months Ago
Merge from main
12 Months Ago
Right click for <0.15s to disconnect wire Hold right click to clear wire Make disconnect & clear duration configurable in the wiretool entity (rather than hardcoded) Apply same values to pipe tool & hose tool
12 Months Ago
Fixed train tunnel rail entrance sometimes spawning too close to monuments
12 Months Ago
Made triggers fit slopes better to fix broken terrain collisions Tweaked environment volumes to make transition between underground and aboveground smoother
12 Months Ago
12 Months Ago
Fix type parameter type
12 Months Ago
Fixed wire not being reversed when connecting a wire to the same IO entity and disconnecting the input
12 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
12 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
12 Months Ago
Defer getting display info for property / field / method nodes
12 Months Ago
12 Months Ago
12 Months Ago
Fix display info for bound property / field / method nodes
12 Months Ago
Start moving more over to managed - not sure we need all of this though Remove more unused
12 Months Ago
Fix protobuf generator not having updated generated code from `threadsafe_protobuf`
12 Months Ago
#CLIENT and #SERVER compile fixes
12 Months Ago
Added "Rust/Standard Mesh Terrain" for mesh-based terrains; assigned to tutorial island material w/ temp control maps
12 Months Ago
OnEntityCreated is now also called for clientside only entities
12 Months Ago
Mesh update
12 Months Ago
wip
12 Months Ago
Overgrowth
12 Months Ago
merge from main -> wire_tool_reconnect
12 Months Ago
Refactor "altMove" and "backpackOpen" into a enum "ItemMoveModifiers", add in ctrl + shift modifiers as well (unused)
12 Months Ago
Prevent backpack being dropped because the locker can't accept a backpack with items, instead keep it in the player's inventory
12 Months Ago
Add NavigationPath.GetPositionAlongPath Add Gizmo.Draw.SolidTriangles Remove all the Msg'ing when generating a navmesh
12 Months Ago
Underwater detailing
12 Months Ago
Add skinned backpack mesh
12 Months Ago
VR GPU flush timer More more IVr stuff over to managed No multiview instancing Don't set D_MULTIVIEW_INSTANCING for debug overlays
12 Months Ago
12 Months Ago
Support specifying type arguments in node properties
12 Months Ago
Fixed rail link sometimes overlapping elevator shafts
12 Months Ago
merge from main
12 Months Ago
Added camera frustum outline rendering at runtime.
12 Months Ago
merge from main
12 Months Ago
Halloween Score board fix
12 Months Ago
Added heightmap mesh for the second entrance
12 Months Ago
Dynamic method calls Support dynamic method calls with return types Avoid parameter name collisions Support methods with out parameters
12 Months Ago
Add OnValidate Fix Surface defined multiple times Refactor Scene class
12 Months Ago
Restore content unloading, but behind convar gmod_unload_test, defaults to 0 Build bspzip.exe and ship it (32bit only)
12 Months Ago
Location point generation and handling. UI distance clamping. Use radius for long range detection.
12 Months Ago
Added First Wanted Poster Variation Added First Wanted Poster Materials and Model Setup Basic Prefab
12 Months Ago
Fix gmod_suit 1 breaking sprinting Sentences system calls EntityEmitSound There are a few caveats: * SoundName is always invalid.wav * OriginalSoundName is the sentence name * The sound table will contain SentenceIndex in these cases * OriginalSoundName can be changed to replace the sound. Global.EmitSentence now has an optional 9th argument = DSP, defaults to 0 Added Panel.GetScrollStartIndexes Works only on text entries, returns 2 values - x axis offset, y axis offset Added some NPC functions NPC.GetGoalPos NPC.GetGoalTarget NPC.IsCurWaypointGoal More "reportable" keyvalues in default FGDs Shows useful info in the Entity Report window Added NPC:GetCurGoalType navmesh Lua API additions Added missing enum for NAV_MESH_BLOCKED_PROPDOOR Added navmesh.GetBlockedAreas() Added CNavArea:MarkAsBlocked( teamID ) Added CNavArea:MarkAsUnblocked( teamID ) Added CNavArea:RemoveAttributes( flags ) Added CNavArea:AddAttributes( flags ) Disable default automatic navmesh unblocking Add some of the existing nav related entities to the FGD func_physbox/pushable is ignored by navmesh gen Disallow making addon presets with empty names Also fixed number only names being unable to be deleted Confirmation when deleting addon presets Addon preset importing and exporting Merge Pull Request Added net.Read/WritePlayer Make ENT:OnTaskFailed second argument work Added 2nd return value to NPC:Disposition - priority Panel.DrawTextEntryText doesn't silently fail with invalid input gitignore settings/presets/ Fix crashes when attempting to index invalid sentence IDs Fix spawnmenu saved cursor pos resetting to middle of the screen sometimes Resolved incompatibility with $BlendModulateTexture and $detail Give sk_ally_regen_time a minimum value of 0.01 to avoid division by 0 And subsequent freezes due to infinite loops Lazily fix props with VortWarp shader crashing when entering water Reduce default max_fps to 150 There's no reason to have it at 300 by default Add a hack for $alphatest 1 displacements not having collisions $alphatest 1 brushes are considered "windows" and are non solid, but it doesn't make sense for displacements. Rename CS:GO mountable game to mention the legacy branch I am not sure we should keep it, might just leave this to mount.cfg Fixed blendable textures on a brush being inverted in Hammer i.e. not appearing like they do in-game. Remove empty files from build process Fixed fonts from gamemode's content/ folder not being extracted For workshop addons, so they can actually be loaded. Hide "No bound shader" warning behind developer 1 And also add which materials the error is for Merged Pull Requests gmad.exe - Reduced buffer reallocations, which results in much faster .gma file creation, most noticeable with many small files. Added zi_ maps to Team Fortress 2 category Merged Pull Requests Added ents.Iterator and player.Iterator Added string.CardinalToOrdinal Fix compile error