userCarson Komponcancel

828 Commits over 153 Days - 0.23cph!

32 Days Ago
Combined the best of the two cameras. Camera follows the forward vector when not moving the mouse
32 Days Ago
Created player_gizmo vmdl DeathUI is now FadeUI and can be called externally Created SceneEntrance and SceneTrigger Components. Added scene triggers to intro area / platforming stages Fix CoinUI NRE
32 Days Ago
Remove TimeOfDay from Scene serialization TimeOfDay now implements ISaveData and saves to World Added more Tree Types, spawning in their respective biomes Added distinction between grass/forest trees
33 Days Ago
Update SpriteTools Update item name Updated Ambush Description & Plunder's Icon Implement Day/Night Cycle Adjusted Day/Night Cycle Length Fix `set_time` command Fix particle lighting Added PreviewEntity Created Enemy class and added 1 Zombie and 2 Skeletons Fixed enemies hands flipping incorrectly. Fixed Enemies not being serialized as Mobs. Added Enemy.KnockbackTime Added SpawnsAtDay and SpawnsAtNight support Enemies have a separate spawn limit from non-enemies
33 Days Ago
Add .sbox folder to gitignore Don't attempt animation playback on sprites that only have one frame. Fix DrawGizmos NRE when SpriteComponent doesn't have a Sprite
33 Days Ago
Improved climbing collisions immensely, works properly on rotating blocks Move collision improvements for climbing. Can climb between different objects now. Slight adjustment to climb up Added proper friction to climbing
33 Days Ago
Independent X/Y checking on grate movement Improved climbing up a fence Added HasParentControl to Ability Started on climbing on rotating/moving platforms. Still needs more work.
33 Days Ago
Added/Updated Ground Slam Particles, reduced hangtime from standstill Reduced Dive cooldown Pressing SPACE while dialogue is typing will instantly finish typing instead of skipping it. Then next SPACE press will skip it. Fixed animations not looping and instead just playing the first frame
34 Days Ago
Added <bold> <shake> and <wiggle> tags
34 Days Ago
Animations is now a list that can apply to multiple targets. DefaultAnimation still targets SpeakingObject for convenience Pre-calculate parsed dialogue at the start of each entry, so box doesn't resize with the dialogue Added support for <anim:x> tags in dialogue
34 Days Ago
Updated Journal styling again. Resources -> Tiles Updated a few Tiles, added Bricks Added Stonecutter Added Stonecutting Skill Added Brick Wall, created Default Tile Item Removed all Tile Item prefabs and created generic Tile Placer prefabs which tile placing items use Added Free Shipping Skill Created PreviewTile and created Icons for Tile Resources Added Industrial Table and Industrial Skill Fix Required Skills on all Skills and on SkillsPanel Moved PlaceSound to TileResource Added .sbox to gitignore Give CraftingRequirements [InlineEditor]
34 Days Ago
Added Journalist Quests, implemented journal progress Unlocked skills now animate in Added `give_levels` command
34 Days Ago
Update Journal Ordering Swap around a few item ids Fix ruby chunks Fixed TooltipPanel not resetting classes between tooltips.
34 Days Ago
Show notification on Journal Page when you get a new entry Don't show quests as hidden when completed TilePlacer can no longer place on dig tiles Added Resources to Journal Added Mobs to Journal Can register Tile and Mob entries in the Journal Added Names and Categories to every single Item/Tile/Mob
34 Days Ago
Added Journal Tab to GameMenu. Optimized GameMenu's Tabs and Pages further Created JournalPanel and JournalEntry Added Seen/HasSeen to CharacterSave Proper Journal Styling and Item implementation for JournalEntry Journal Tooltips Seen/HasSeen now uses a state instead of a bool
36 Days Ago
Fix skill panels still displaying when not unlocked
37 Days Ago
Fix OrganizationModal NRE Fixed Friends List Modal CSS. Resolves Facepunch/sbox-issues#6525
37 Days Ago
Digging SFX Added Dig Particles Added BiomeResource to store additional biome information Added a bunch more items. Can now get items from digging (dictated by the Biome) Improve digging and make it give experience Fix entity shadows
37 Days Ago
Added Water Footsteps/Particles
37 Days Ago
Fix player not always jumping out of a dive when pressing space
37 Days Ago
Added Dive/Slide particles Made it so you can't cancel a Dive mid-air Added short Hop when left clicking while sliding from a dive Diving into a jump pad will cancel the dive. Sliding to a halt will cause you to exit the sliding state
37 Days Ago
Fix Pause Menu not being able to unpause properly Fix WallJump making you jump a nearby wall when grounded Improved the wall slide and fixed Ability.HasGravity Added wall slide particles (will look a lot better once there's an anim) Remove some logs Exit running state when running into a wall
38 Days Ago
Added 2 new biomes to Tileset Rewrote WorldManager to use bools for tiles and strings for chunks instead of having a biome string per tile. Required a lot of refactoring. Remade the island layout using the new format Update WorldUnlocker and WorldSave to properly set the starting biomes from island layout Reworked Tile/Entity spawn chances to be more robust, updated all existing tiles/entities. Don't let the player place earth on existing earth Update SpriteTools Rename all grass tiles for uniformity. Give each their own unique item instead of a single green grass Update SpawnChances for existing mobs
38 Days Ago
Fix NREs when opening a Sprite that references images that no longer exist (or have moved)
39 Days Ago
Fix issues with Character Select Buttons
39 Days Ago
Remove some Logs
39 Days Ago
Update SpriteTools Update all Tile Dictionaries to use Vectors as the key instead of parsing to/from strings now that we actually can. Updated SpriteTools Add Dig Tiles to Tileset, add Digging functionality to WorldManager. Created PreviewItem so items have Generated Thumbnails Created Shovel Holdable which digs up earth, regenerating after a random time. Dig Tiles now properly save to the world. Optimized world saves in the process
39 Days Ago
Added TilesetComponent.GetLayerFromName and TilesetComponent.GetLayerFromIndex
39 Days Ago
Added proper documentation to TilesetComponent, made a few things internal and changed some terminology. JsonUpgraders to ensure everyones stuff still works Updated example files
39 Days Ago
Fix a dumb mistake
39 Days Ago
Add ReadAsPropertyName/WriteAsPropertyName to all Vector2/3/4/Int JsonConverters. This means Vectors will be serialized properly when used as Keys in a Dictionary.
39 Days Ago
Added Plunder and Ambush skills. Renamed and adjusted existing skills. Fix ParsedLabel spacing issues and made it more uniform SkillPanels are now coloured categorically. Updated their look a tad. Fix Land Purchase Networking Player Inventory is now 2 slots larger by default. Updated styling to account for it Fix Diamond Pickaxe Item Added Leather, cows have a chance to drop. Created Backpack Upgrades, starting with Small Backpack. Picking up will permanently increase storage space
39 Days Ago
Fix the Leave Server button when not the host Added Player List to Pause Menu
39 Days Ago
Fix entities casting light shadows Quests are now claimed manually via the quests tab to get your rewards Added Notification Icons to GameMenuTabs if there's something to do in that tab GameNetworkSystem -> Networking Fix ESC not closing popups in Main/Pause Menu Added SFX/Notification for unlocking Skills Fix disconnecting on server end, ensuring that if anyone stays behind for whatever reason it doesn't override their world with yours. Added Permissions Tab to GameMenu if host. Created OnOffSwitch Panel Fix WorldManager rebuilding the World every frame instead of when when dirty Created PermissionData class, added to WorldData as GlobalPermissions and UserPermissions. Hooked up to PermissionsPanel Implemented all the different permissions, falling back on global permissions when null. Change entity item drops Added more Food Items and Food Crafting Category Added Item Upgrade System, along with different new tiers of Pickaxes
40 Days Ago
Pitch up rubert
40 Days Ago
Added NPC template and Dialogue Bubble fixes Basic Rubert NPC + Dialogue
40 Days Ago
Added Prefabs/Templates for a bunch of useful stuff
40 Days Ago
Fix player sliding around sometimes. Abilities now have more control over the player. Added LaunchAbility and updated Jump Pad to use it to launch you along a perfect trajectory.
41 Days Ago
Fix holding ALT not providing gizmo inputs. Resolves Facepunch/sbox-issues#6495
41 Days Ago
Added ParsedDialogue class and DialogueEntry.GetParsedDialogue(). Includes support for <pause:time> tags First Pass on DialogueBubbleUI, Cutscene Manager now displays dialogue via this Panel.
41 Days Ago
CameraTargets now have EditorHandles and Gizmos, rework their functionality too. Created basic Dialogue Component Rewrote CutsceneManager to take in Dialogue instead of MovieClips. Remade the test cutscene to work with the rewrite.
41 Days Ago
NetworkSpawn() with no arguments will use Connection.Local as the owner (like it used to)
42 Days Ago
Fix GameObject.NetworkSpawn(null) spawning as host instead of spawning with no owner. Fixes a few games.
43 Days Ago
Fix "path cannot be empty" when opening object menu
43 Days Ago
Fix Custom Cursors not being cleared when returning to S&box Main Menu.
45 Days Ago
Fix Duplicated Entries in Create GameObject Menu
45 Days Ago
Added Filter Settings to Add Component Popup. Can hide base components. Resolves Facepunch/sbox-issues#6428 https://files.facepunch.com/CarsonKompon/2024/September/19_11-10-TransparentAmethystinepython.mp4
45 Days Ago
Prefabs marked as `ShowInMenu` will actually show in menu without having to be in `templates/gameobject/` subfolder. If a Prefab is marked `ShowInMenu` then you can give it `DontBreakAsTemplate` so it maintains the prefab reference when created via the GameObject Menu. Resolves Facepunch/sbox-issues#6035
45 Days Ago
Added Dynamic FOV to the Camera, changing when player is running
45 Days Ago
Center on character when fully zoomed