241,434 Commits over 3,867 Days - 2.60cph!

1 Year Ago
hatchet viewmodel prefab updates
1 Year Ago
Fix ProjectRow's menuscreen button deactivating local project when it stopped being visible 🙈 Fixes sboxgame/issues/issues/3332 Fixes sboxgame/issues/issues/3320 Fixes sboxgame/issues/issues/3402
1 Year Ago
Add props to Surface for impact decal and scrape effects / decals
1 Year Ago
merge from main
1 Year Ago
manifest
1 Year Ago
Also apply filter to logger name
Leaderboard backup, run #3607
1 Year Ago
merge from main
1 Year Ago
Nuked Core backend + small reorg in shader folder
1 Year Ago
added marble_a_hs tweaked mat for stone_trim
1 Year Ago
Handle TypeInitializationException during UpdateReferencesInType more cleanly Tag ILHotload exceptions with `fast-hotload` Added IHotloadManaged.Failed(), called when an instance couldn't be upgraded IHotloadManaged tests
1 Year Ago
Basic console filtering Highlight matches https://files.facepunch.com/alexguthrie/1b0911b1/sbox-dev_RpdUULtu5w.mp4
1 Year Ago
WIP: Impact and Scrapes (#1072) * strip impact sound stuff from native * put it in c# commented out for implementation there later * Strip CPhysSurfacePropertiesSoundNames * Add GetFrictionNotifications() to IPhysicsWorld * Add FrictionEvent, call c# with friction notifications * Add OnFrictionEvent c# side, add some log for test * Add GetFrictionNotifications override to CPhysicsWorld. put note to call shutdownfrictionsounds in entity InternalDestruct for later * Start re-impl impacts in c# * Remove some logs, ensure impact sound plays from body position * Strip m_audioParams / CPhysSurfacePropertiesAudio * Add ScrapeRough/ScrapeSmooth to Surface sound def, add RoughnessFactor and RoughThreshold * Reorganize code + implement friction sounds in theory * Call StopFrictionSounds in entity destruct * Add friction sound to list.... some debug logs... * Reverse MathX.approach params (it was this way in native :S) * Add some stuff to entity similar to StartTouch/Touch/EndTouch but for scrapes - revise later * Use ScrapeEvent incase we need to add/change params later * Call it ScrapeEventData like CollisionEventData and move it out of Entity * Fix access violation * Test * Remove ScrapeEvent / Entity.Start/EndScrape stuff for now we can look at that later
1 Year Ago
More fixes
1 Year Ago
fixed invalid css
1 Year Ago
Don't sample ripples on shader if not using water entity
1 Year Ago
Remove ui test
1 Year Ago
Image loader creates textures for multiple frames if they exist. Whitelist gif and webp. Swap out texture handles for the current frame. https://files.facepunch.com/layla/1b0711b1/sbox-dev_rCZwXFIzD1.mp4 Make Texture.Animation a class not a struct Add super simple ui test that shows an animated image Remove texture animation from list when texture isn't being used anymore Make sure frame texture strong handles are destroyed ImageAnimation -> AnimatedImages Default 100 ms frame time when not frame timings available
1 Year Ago
Work in progress main menu More work on main menu navigation, breadcrumbs, page transitions, footer content Add stub pages Start restyling ship select Temp load screen set up basic play and quit options loading information few more input action api updates Loading screen changes, added package cards to compete screen to pick a map. https://files.facepunch.com/devultj/1b0911b1/sbox-dev_HKDZhTmf92.mp4 New Main Menu
1 Year Ago
Work in progress main menu More work on main menu navigation, breadcrumbs, page transitions, footer content Add stub pages Start restyling ship select Temp load screen set up basic play and quit options loading information few more input action api updates Loading screen changes, added package cards to compete screen to pick a map. https://files.facepunch.com/devultj/1b0911b1/sbox-dev_HKDZhTmf92.mp4
1 Year Ago
Loading screen changes, added package cards to compete screen to pick a map. https://files.facepunch.com/devultj/1b0911b1/sbox-dev_HKDZhTmf92.mp4
1 Year Ago
Only do ClassFileLocation errors if we're doing a full code gen
1 Year Ago
Working on fixing pelvis offset troubles and fixing the jitter at initial spawn
1 Year Ago
Merge from main
1 Year Ago
Add r_dynamic_reflections_draw_everything for debug visualization, ignores object gathering filters when setting up dynamic reflections pass and draws reflections of all objects capable of it Fix toggleability of SSR in shaders Better way to do r_dynamic_reflections_draw_everything
1 Year Ago
exported new bear canter anim
1 Year Ago
few more input action api updates
1 Year Ago
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1 Year Ago
Arena design flank test, can flank from cover as an option.
1 Year Ago
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1 Year Ago
miniboss healthbars miniboss spiker fix shield on client restart miniboss spiker tweaks zapper miniboss tweaks miniboss runner healthbar
1 Year Ago
Refactor video read thread
1 Year Ago
merge from ferry_terminal
1 Year Ago
Remove unused functions from video player provider
1 Year Ago
merge from main
1 Year Ago
Update dotnetcore.yml
1 Year Ago
Steamworks SDK 1.57 Add GetAuthTicketForWebApiAsync Forgot to update a few steam_api.dll and steam_api64.dll GameServerTest.BeginAuthSession fix InventoryTest.GetExchanges fix
1 Year Ago
InventoryTest.GetExchanges fix
1 Year Ago
GameServerTest.BeginAuthSession fix
1 Year Ago
Forgot to update a few steam_api.dll and steam_api64.dll
1 Year Ago
compile fix
1 Year Ago
Add GetAuthTicketForWebApiAsync
1 Year Ago
merge from main
Leaderboard backup, run #3601
1 Year Ago
[StyleSheet] should complain if empty and no classFileLocation ClassFileLocation generation works when relative paths are provided (ie when publish compile)
1 Year Ago
Basic settings page Bit of scss cleanup Style tweaks
1 Year Ago
Fixed arm positions not being set. Some bones were null, and blocking subsequent ones from being set.
1 Year Ago
If corpse is an old-style corpse, still spawn it at the player's centre point instead of at their feet. + some debug tidy-up
1 Year Ago
New system to handle the server having no info on the position of a player's limbs: - Server saves a player's PlayerFlags just before death resets them, and passes them into the corpse. - PlayerCorpse looks at them and infers whether they should be standing, crawling, sleeping etc. - Corpse then selects from a set of new scriptableobjects storing bone position data, and copies that bone data into the new ragdoll, getting the server's ragdoll starting position much closer to what will most likely be happening on the client.
1 Year Ago
Add ability for the torch to have a turn on/off animation instead of just playing the deploy animation