240,769 Commits over 3,867 Days - 2.59cph!

1 Year Ago
Get rid of magic "event" name Variable reference serialization
1 Year Ago
Traverse blocks relative to the screen size, instead of set pixels
1 Year Ago
Scene editor boilerplate
1 Year Ago
Expose ClearFlags Don't update PanelList if not visible Throw warning if enum property can't be shown for some reason Add SourceFile, SourceLine to SerializedProperty
1 Year Ago
When enabling VCS, use the mouse's current position
1 Year Ago
Remove PanelTraversalOverlay, it looked shit
1 Year Ago
Added local variables, fixes #9
1 Year Ago
WIP invokcation cleanup using Expressions Finish refactoring invocation ActionJigs compile to a single expression tree
1 Year Ago
Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead VCS: only tick for panels that want mouse input VCS: fix is-pressed style Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection Add PanelTraversalOverlay (for lack of a better name) Work on finding panels from delta, fixed not finding an initial focused panel Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel
1 Year Ago
Sensor size matches main camera by default
1 Year Ago
Grouped settings with foldouts
1 Year Ago
Added 6th optional argument to util.ScreenShake - AirShake defaults to false Added SENT_AI:OnTaskFailed and others Added NPC:GetIdealYaw, NPC:GetArrivalDirection, NPC:SetUnforgettable Added CNavArea:MarkAsDamaging, CNavArea.IsDamaging Experimental: input.GetCursorPos returns 0,0 when cursor is not visible This matches behavior of gui.MousePos() Added .dem and .vcd to file.Write whitelist Rework and deduplicate Lua enums Added COND.* enums Added render.ComputePixelDiameterOfSphere SourceTV players are considered bots for player library Fix npc_rocket_turret spawn position Merged Pull Requests * Improvements to DComboBox * Improvements to MatSelect Minor adjustments Fixed Player:SprintEnable not working Also made Player:SprintEnable accept a bool optionally, and added Player.IsWalking minor changes Undo changes to input.GetCursorPos Causes issues with spawnicon editor, and probably other addons too. Delete serverplugin_empty.dll Fixed crashes when accessing out of bounds flex controllers This fixes crashes when rendering spawnicons of models that have more than 96 flex controllers. Probably fixes other cases as well. Enable connection reusage for HTTP Speeds up subsequent requests render.Push/PopRenderTarget overflow/underflow safeguards Also made certain render.Push* function overflowing not crash the game outright Adjust "Failed to find any models for this addon" error Mention what might be causing the issue Added OnPlayerLand/OnPlayerJump hooks Arguments are `Player, number`, where the number is the velocity/impulse of the landing/jump Should these 2 hooks be combined into 1? Remove OnPlayerLand hook (OnPlayerHitGround exists) Fixed a regression with spawnmenu "no models" message Safeguards against malformed .gma files New VertexLitGeneric parameters `$AllowDiffuseModulation` and `$NoTint` - both allow disabling color tint per material Vector:Mul() now supports VMatrix Make sure SourceTV bot is treated as bot in game code Fixes garrysmod-issues/issues/5575 Added navmesh.CreateNavLadder Arguments are: Vec top, Vec bottom, float width, Vec2D dir, float maxHeightAboveTopArea = 0 Weapon:GetTracerOrigin is now called for 3rd person view as well LuaMesh.BuildFromTriangles allows modifying the mesh This is only permitted when the vertex count matches between existing mesh, and the new mesh. EntityEmitSound blocks CSceneEntity close captions Added OnCloseCaptionEmit hook Arguments are: string soundScript number duration bool fromPlayer string fullText - can be nil if token is not registered Added gui.AddCaption( text, duration, fromPlayer ) More killicon aliases for physics kills New Portal NPCs can be duplicated sound.Play better optional argument handling New default crosshair + options Options > Multiplayer > Crosshair Customization Make 2nd arg actually set the sound position of Global.EmitSound Also default the 3rd parameter (entityID) to 0. Remove unintended console message from crosshair panel Bump gui.OpenURL limit to 2000 Added new optional argument to render.ClearDepth bool stencil - also clear stencil buffer, defaults to true for backwards compatibility Do not call GM:EntityRemoved and ENT:OnRemove during full updates garrysmod-issues/issues/4675 Allow GM:OnPhysgunFreeze to be ran on non vphysics entities The 2nd argument ( physobj ) will be NULL world clicker panels FOV adjustment Now uses view setup FOV, not Player:GetFOV, affects gui.ScreenToVector as well Fix branch specific compile error
1 Year Ago
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1 Year Ago
WIP invokcation cleanup using Expressions
1 Year Ago
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Leaderboard backup, run #6201
1 Year Ago
CollectibleEntity and RandomItemDispenser can flag individual items as excluded for the tutorial. Disable hemp seeds, worms and grubs for Hemp, when in the tutorial.
1 Year Ago
PackageLoader rewrite * GameMenu games can have a Main method instead of a menu * Decoupled TypeLibrary and assembly loading * PackageLoader is responsible for loading packages into a LoadContext * PackageLoader.Enroller is responsible for enrolling loaded assemblies into TypeLibrary etc * A PackageLoader can have multiple Enrollers (needed for Editor) * Round the chunks in Graphics.Draw so when drawing Triangles they don't end up hanging over the chunk boundary * Add Draw.SolidTriangle
1 Year Ago
Compile fix
1 Year Ago
Change this Info to a Trace
1 Year Ago
further clean up TypeLibrary Enable fast hotload by default
1 Year Ago
Rename PackageLoader2 to PackageLoader Move GameAssemblyManager to clientdll Refactor static GameAssemblyManager to instance NetworkedAssemblyManager ClientDll uses PackageLoader Remove all the now unused junk from TypeLibrary
1 Year Ago
Check to see if an asset gets deleted from explorer - and mark it as deleted in the asset system Update asset browser list on content.changed Fix tooltips not being visible in the main menu, removed unused main menu style
1 Year Ago
Minor edit to SceneLoader; formatting
1 Year Ago
Gave SceneLoader some extra checks and scenes, plus keyboard shortcuts. Removed "Open Bootstrap Scene" from the Rust Editor menu and moved it to the new Scenes menu.
1 Year Ago
blaze upgrade flammable poison upgrade starter pack upgrade sticking bomb upgrade
1 Year Ago
Show the number of cubemaps built
1 Year Ago
C# entity definitions for env_cubemap_box (do box first, env_cubemap is the same but with a sphere influence) Remove env_cubemap_box from fgd Network tables for env_cubemap_box Create SceneCubemap from entity properties Add indoor_outdoor_level (priority) Add internal BakeResourceAttribute until we can phase out tool objects and the bake resource shit Experiment with rendering cubemaps for SceneCubemaps Set renderToCubemap and environmentMaps pipeline attributes from camera attributes CCameraRenderer::RenderToTexture uses msaa value from attributes Fix dstStride in GetPixels Move the important parts of ggxcubemapblurhelper to rendertools until we can reasonably do this in C# After source cubemap is created, go through render tools to mip it to the cubemap array Add function to render tools to copy texture to cubemap slice Calculate radiance SH from cubemap source, reads texture pixels until we can move this to compute shader Get the size of texture when calculating SH, don't assume 256 Bump up cubemap camera zfar Create env map constant buffer SceneCubemap sets box projection and influence radius based on projection mode C# env_cubemap, mostly the same as env_cubemap_box, use a base cubemap entity Remove env_cubemap from fgd Remove render_depth_map and always_check_depth, I don't see these being set or used in any meaningful way Load cubemap_feathering Rip out WorldRenderer/EnvironmentMapCacheSize, we didn't have it enabled and it's awful anyway Remove UploadToCubemapArray Remove the cube cross stuff on cubemap builder, just to make things more clear Remove ggx_cubemap_blur_accumulation_pass_count - unused Remove depthmaptexture Remove customcubemaptexture bool Fix flipping when copying texture with shaders Flip Y when copying rendered view to cubemap Use the same rendering code as cubemap build system to narrow down differences update convolve_environment_map to latest Remove build cubemaps game system, don't need you anymore Remove hammer external helper Move cubemap building to scenesystem Don't need to include these Queue scene object update job for calculating radiance SH Don't use RGBA32323232F unnecessarily Increase zfar Create scenecubemap even if the entity doesn't have a texture, they're gonna be built on map load Remove "build cubemaps on load" hammer shite Remove minimap shit while I'm at it env_light_probe_volume in C# default values If we create light probe from managed, create a debug grid object for it Add more voxel size choices C# env_combined_light_probe_volume, this is an ugly copy paste job because of it trying to be 2 entities in one, wont matter when we get rid of them Delete lights.fgd, nothing left in here now Use black cube for envmap if we try to calculate SH on error texture Remove ReloadTexture from scene cubemap, no longer needed Delete native CEnvCubemap and CEnvCubemapBox Delete native CEnvCombinedLightProbeVolume and CEnvLightProbeVolume Fix basic_setup.vmap properties of combined light probe Move basecubemap toolobject from game to mapdoclib Delete env_cubemap Remove base light probe usage from light query game system, this whole system will need to be remade anyway Move base light probe from game to mapdoclib Delete env_lightprobevolume Remove anything unused from cubemap.h Use EnvironmentMapFaceSize when rendering cubemaps to play it safe Remove cubemapfaceinfo Make voxel_size a float instead of enum to avoid parsing errors Fix handshake and array index not working, entity properties can't be internal! Move cubemap building from scenesystem to sceneutils, makes more sense Don't build cubemaps when cubemap texture is user provided Add min max for voxel_size Build cubemaps in rendering world session frame boundary until we find a better place for it Print timings for building cubemaps
1 Year Ago
Don't show the tutorial highlight in the crafting menu if the item is in the crafting queue Refactored the crafting queue UI component to reduce allocations
Leaderboard backup, run #6197
1 Year Ago
Print timings for building cubemaps
1 Year Ago
Build cubemaps in rendering world session frame boundary until we find a better place for it
1 Year Ago
Add min max for voxel_size
1 Year Ago
Don't build cubemaps when cubemap texture is user provided
1 Year Ago
Fix events not removing properly
1 Year Ago
Fix exception when finishing tutorial Don't show bag count after placing a sleeping bag Various typo fixes
1 Year Ago
Serverdll uses PackageLoader2, delete PackageLoader
1 Year Ago
Move cubemap building from scenesystem to sceneutils, makes more sense
1 Year Ago
Merge HomingMissileLauncher -> Main
1 Year Ago
Improved compile fix
1 Year Ago
Added scene loader script - top menu to quickly load specific editor scene files
1 Year Ago
Layout tweaks
1 Year Ago
Quick compile fix, needs a proper fix
1 Year Ago
Manifest rebuild
1 Year Ago
Scene loader script - adds menu to quickly load scene files
1 Year Ago
Added auto panel closer to start of tutorial panel Added debug.starttutorial
1 Year Ago
Merge HomingMissileLauncher -> Main. Adds ADS.
1 Year Ago
Merge HomingMissileLauncher/ADS -> HomingMissileLauncher
1 Year Ago
More UI ADS tweaks
1 Year Ago
Fixes