249,880 Commits over 3,959 Days - 2.63cph!
Fix SceneRenderingWidget not calling Scene.PreCameraRender when rendering with camera component
Don't draw gizmos for components that have ComponentFlags.Hidden
Clear all processors when deserializing mixer otherwise DSP's will hang around forever and we'll quickly run out of slots
Nuked the legacy source engine RCON code. +rcon.web now just toggles websocket RCON on or off (default on as before).
Remove ToolsWireframe from fur.shader
Do the same for trigger listeners
We don't really need this
Invoke collision listeners starting from physicsbody gameobject owner, propagating down to descendants
Remove collision listener invoking from player controller
Refactor (inspired by Rust, thank you), Clear status bar before writing log messages, then render the status bar, stops polluting previous logs, and we can render it at the bottom (https://files.facepunch.com/tony/1b1111b1/WindowsTerminal_we0QXNzuT7.png)
Leaderboard backup, run #
16792
Fixed potential NRE when using ioentity.debugqueue
Only print Building network files if we're building them
Add SBDM dedicated server launch option
Clean server startup, move command line convar setting logic
Make IRenderDevice.IsEmptyAPI const
Move network thread to Networking class, prevent crash on dedicated server close
Fix Game.Load not working because old game didn't close in time
Use [IconName] for DirectoryEntry.FolderMetadata.Icon
Leaderboard backup, run #
16781
Disable all scientists in primitive mode
Add convars to block NPCs from spawning
- `npc_spawn_on_junkpile` specifically for junkpiles
- `scientist_spawners_enabled` will disable all scientists spawning (peaceful & hostile)
- Rewrote crossbow vm attack and reload code from near scratch
- Fixed reloads not working correctly
- New animation controller setup
- Use Viewmodel Camera
Can now pull horses when leading them, allowing you to pull them out of tricky spots (experimental)
Improved spine IK motion again
FX progress backup.
Small transmission tweak on catapult bucket.
Some cleaning up
https://files.facepunch.com/ziks/2025-01-10/sTIPPg7QpQ.mp4
Dedicated server console shows a header with some useful performance stats on it
https://files.facepunch.com/tony/1b1011b1/WindowsTerminal_sjBEArBU4F.png
Has an annoying issue, because we're writing to lines, if a new line gets written it'll duplicate the overlay to out of viewrows
Can edit action properties from component sheets
WIP show action properties in AG editor, can drag into graph
Leaderboard backup, run #
16773
Another angle at action graph properties
Menu for adding properties
Some restructuring / simplification
Can get / set action graph properties
Rewrite to just use a Dictionary<string, object> internally
Add referenced resources in the Scene to the vmap. Fixes Facepunch/sbox-issues#6839
Less recoil
Update gauss_impact.prefab
Clean up ParticleFloat parsing
Fix gradient error
Gas cylinder, radiator plunger and cap mesh and material asset updates
Close Dropdown Popups automatically when the parent Panel is hidden. Resolves Facepunch/sbox-issues#6893
Make the Server Browser a bit neater and added a header row.
https://files.facepunch.com/CarsonKompon/2025/January/10_14-14-BleakAfricanclawedfrog.png
Added ropes when leading horses using FakePhysicsRope
Moved FakePhysicsRope logic to LateUpdate
Tweaked leading behaviour
Fixed players able to stop other players leading horse
Update .fgd files
Fix NPCs in spawnmenu search not having their weapons set
Color:SetUnpacked type checking
Improve stack traces for existing error() calls
Remove NULLs from Entity.Constraints
Added debug.getregistry & IMaterial:GetColor implementations
Update garrysmod_english.txt
Added "DoImpactEffect" for `ai` and `nextbot` SENTs
Added model scale preview to Hammer
Fixed a typo in hl2 fgd
Update Portal turret relationships to certain NPCs
Antlions fear them now, and it hates combine hunters and gunships
Fixed Portal Rocket Turrent not updating its facing angles when no target
game.CleanUpMap deletes C_Hairball
Merge Pull Requests
* Fix indentation of the gamemode list items
* make file.Write and file.Append return success of file.Open used internally
Leaderboard backup, run #
16769
Gradient editor: add buttons to select next/previous point without pixel picking faff
Gradient editor: clear point selection when whole gradient changes, make reverse work properly aha
Gradient editor: Tweak point drawing for better legibility
Clamp point location to 0-1 when adding to gradient
Improve file.Write function to return success status (#2178)
* Improve file.Write function to return success status
* Update file.Append to return success status
Fix indentation of the gamemode list items (#2179)
ParticleConeEmitter - use ParticleFloats, emit within the base of the cone, add Velocityrandom, CenterBias, CenterBiasBelocity, VelocityMultiplier
Update Test Scene
https://files.facepunch.com/lolleko/2025/January/10_18-17-TornAllosaurus.mp4
Ensured reload to reload step is smooth
Adding boomerang animation content and initial set up files
Add voices UI, tweaked voice transmitter properties to not be worldspace
- Use next free slot rather than shots left for reloading
- Disable barrel animation for reloading (just now)
- Ensure arrows are visible for the next shot when reloading (eg the one you are dragging into the barrel)
Leaderboard backup, run #
16768
Clean: removing no longer relevant comment
Don't do effects if we're the server in many cases
Update: DemoServer improvements and fixes
- All ticks are now accepted
- exposed an editor only API to inject ticks (avoid serialization roundtrip)
- cleaned away tick logging - it generated too many logs
Ticks are now caught, which is nice, but it looks like it's not validating them all outside of demo playback (saw only 2 players doing it on a perf capture). That'll be next.
Tests: added temp debug assertions that would catch any discarded tick - played the new demo, and there were no more assertions.