userConnacancel

4,119 Commits over 1,127 Days - 0.15cph!

1 Year Ago
Latest compile Postprocessing. NPCs only attack when the target is visible. Add screenshake stuff. Undead use ClosestPoint on target BBox to look towards / move towards
1 Year Ago
Latest compile
1 Year Ago
Added rain intensity
1 Year Ago
Added concmds to make it rain or make it clear skies. Rain will fade out when stopping
1 Year Ago
Fixed missing sound ref on melee sound evnts
1 Year Ago
Fix melee swing sound. Add emerge sound. Monsters only do 30% of their damage to structures.
1 Year Ago
Disable collisions when undead are klled Enemies burn up in the day until they die
1 Year Ago
Added Gore class. Update anywhere that spawns gore particles to use it. Gib Undead when killed by players.
1 Year Ago
Weather can decide if it changes. Add missing taken_damage particle
1 Year Ago
Added WeatherSystem. Added RainyWeather and ClearSkies
1 Year Ago
Add EntityReference test class
1 Year Ago
Don't re-create the entire hud every fullupdate. Fix outposts duplicating on a fullupdate. Fixed legs not deleting on a fullupdate.
1 Year Ago
Yoink enemy emerge particle effect (thanks Lou x) Latest gun sounds
1 Year Ago
Latest weapons + sound files
1 Year Ago
Add TimeSystem.IsTimeBetween and resolve issues with raise from ground (just set rising def value :S)
1 Year Ago
Allow any Entity type to be a [ClientInput] Merge branch 'master' of sbox
1 Year Ago
Map use pan velocity for smoother panning
1 Year Ago
Added ability for NPCs to patrol a path set in Hammer (generic path entity)
1 Year Ago
Navigation.Update defers until next physics frame (so can call Navigation.Update in OnDestroy for entity) Can pickup single door types and return the correct item to inv Add fsk.pve convar
1 Year Ago
Update navigation when a deployable is placed or destroyed
1 Year Ago
Fixed sound listener rotation - use 45 deg yaw Add footstep sound support to NPC base class Add undead footstep events Deer footstep anim events (ish)
1 Year Ago
Re-enable enemy damage - only show state text for NPCs when fsk.npc.debug is enabled
1 Year Ago
Add source animgraph file for MP5 (this stops continuous re-compile of the asset when one local project has source file but another does not)
1 Year Ago
Enemes will no longer randomly wander when chasing a target. Improved avoidance behavior
1 Year Ago
Update walkability map when structures are destroyed, too. Increase max path length.
1 Year Ago
Added Despawn to ILimitedSpawner. LimitedSpawner can specify a start time of day and end time of day this lets some enemies only spawn at night Night enemies will only spawn at night and will raise up from the ground, they'll automatically die when it becomes day again (set them on fire or something later)
1 Year Ago
Same for this
1 Year Ago
Recompile mats and models (fixes constant compile)
1 Year Ago
Recompile materials
1 Year Ago
Potential fix for double attack
1 Year Ago
Undead can attack while walking (thanks Max for the screen share tutorial again ❤️)
1 Year Ago
NPCs will run logic if there are players in a specific radius Add animation event for "attack" for undead. Add melee swing. Play swing sound, do actual attack when animation event is triggered
1 Year Ago
Add TryFindPath
1 Year Ago
Add PoisonZone.DamageScalesToCenter. Change how poison is applied to count all zones the player is inside and scale damage accordingly Added cough sounds - player will randomly cough while taking poison damage Remove MoveToLocation stuff from BaseNPC let NPCs do pathfinding how they want Refactor how enemies search for players / structures
1 Year Ago
Add PoisonZone with posion protection threshold / damage per second. Add protection property to ArmorItem + resource. Apply poison over time while player is in the zone.
1 Year Ago
Add hit sounds for wood, stone, metal Play hit sounds when UpgradableStructure is damaged by melee Do blood effects and flesh hit sounds when player is attacked by melee Stop chasing / attacking target when target is dead - only attack solid stuff Adjust attack rate
1 Year Ago
Undead actually do a melee strike causing some damage (10 for now) and initialize DamageTags on armor if not set Give all armor items melee damage tag (protection)
1 Year Ago
Enemies will get as close as they can to their target, if a structure is in their way they'll try to break it down
1 Year Ago
Add option to CalculatePath to specify whether it must be a full path (start to end)
1 Year Ago
Navigation debug overlay only shows nodes the camera is looking near Added Navigation.Update( position, radius ) to update walkability in an area Update walkability when a new structure is placed
1 Year Ago
WIP: ShaderGraph Comments (#907) * WIP Shader Graph Comments (some funky QT stuff going on though with GraphicsItem?) https://files.facepunch.com/conna/1b2211b1/sbox-dev_hfZT4FhruD.mp4 * Add select color choices for comments * Add description field too for tooltips * Jiggle position and reset each update to force a redraw and update hitbox (temp) * Snap to grid on resize * Let static RPCs be nested in other static classes * WIP Shader Graph Comments (some funky QT stuff going on though with GraphicsItem?) https://files.facepunch.com/conna/1b2211b1/sbox-dev_hfZT4FhruD.mp4 * Add select color choices for comments * Add description field too for tooltips * Jiggle position and reset each update to force a redraw and update hitbox (temp) * Snap to grid on resize * Call PrepareGeometryChange when resizing * Hide Comment Node, add seperate Add Comment option always on top * Update colors + add new one * Show description inside the box * Selecting a comment normally will automatically select any nodes inside of its bounds * Better selection handling for nodes inside * Added layla's resize stuff + KISS approach to selecting children. click the box selects whats inside. * Comments take priority for Property display * Deselect current nodes when pressing on comment if not already selected * Use LeftMouseButton instead coz it exists and it's nicer * Always keep inner nodes selected (check last mouse down) * Remove drag indicator from comment as not needed now * Comment UI tooltip updates when title/desc changed * When dragging a comment node on top of another comment node, alter its z index so its on top of that one * Greatly increase the max comment node size * Fix layering * Better layer system + normalize layers * Can just drag a comment node to select and drag its contents too. Double click a comment node to select only the node itself
1 Year Ago
When finding dependant assets always search the same path first before any other Fixes a case where the assetsystem would get confused and infinitely recompile an asset if it had a dependancy across 2 addons, e.g: dm98's dm_crowbar.vmdl depends on crowbar01.fbx which exists in: 1. addons/citizen/models/citizen_props/crowbar01.fbx 2. addons/dm98/models/citizen_props/crowbar01.fbx Now it'll always favour 2 because it's in the same addon Group Proxy preview updates when editing Transforms in the property sheet sboxgame/issues/issues/2990 Include assembly name in type identity calculation Fixes a rare issue when there are multiple types with same full name. sboxgame/issues/issues/2939 New Hair! - Big Scruffy Beard https://files.facepunch.com/daniel/1b2911b1/sbox-dev_MvCKICBk1H.jpg Quick fix to Monobrow grey .clothing file profile picture Fixed game window drag'n'drop being an error with multiple files sboxgame/issues/issues/3017 Mark some of our base libraries without HasAssets, hide them in asset browser - I'm not too sure about including base just yet Fixed project templates listview getting cut off https://files.facepunch.com/devultj/1b3011b1/HVoY9GSNkU.png Give menu addon an asset path again Fix loading addons in tools registering their events + cleanup Hammer package integration USP Match Pistol art pass for the USP pistol includes viewmodel and worldmodel meshes https://files.facepunch.com/rickgreeve/Vs3XVgXn2y.jpg USP fixes normal error fixed bodygroup setup improvements Tools always load local packages on active Rubikon: Ray cast optimizations against meshes from Dirk Make asset browser custom asset types refresh on tool compiles again EditorModelAttribute: strip _c from path Remove SFM/Dota/Etc stuff from rendering pipeline (#904) * Initialize lightShades so we don't get undefined behaviour when summing them, should still be mostly stubbed out by the compiler anyway if shadingmodel doesn't use it * Delete all code, shaders and dependencies from other rendering pipelines * Rewrite visualize_physics without deferred and deprecated stuff, also fix a bug with depth sorting * Fix references to old pipelines on remainder of shaders * Fix debug_sunshadow, update all_shaders list and delete compiled shaders for stuff we don't use anymore * Remove HSL Grain and old Volumetrics from SFM, note that SFM lights already cast volumetrics in our pipeline without that * Fix crash on moviedoc on maps with volumetrics * Revert deletion of debug_sunshadow_vis.vmat * Put RecoverWorldPosFromProjectedDepthAndRay on shared code Remove Panel.SetNeedsFinalLayout Remove PanelStyle.sortedRules, no need to reverse AllStyleSheets Build style rules in parallel (prevent ui hitching) HashSet benchmarks Unit test fixes Fix not updating layout on screen scale changes Adjust VS project names for built-in editor addons Move tools.package.loaded event to ToolsDll Fixed obsolete warning adding concrete material variation Merge branch 'master' of sbox Prevent game crashes when overflowing string tables Add tooltips to sound preview buttons Added failing test reproducing #929 Stricter test for #929 Fixed #929 Fixed IServerDll hotload not being able to resolve package assemblies Fixed ReflectionExtensions.ResolveType Used to not respect the assembly load context of the target module Merge branch 'master' of sbox Sandbox.UI.Panel documentation Merge branch 'master' into sgraph-comments Fix layering Better layer system + normalize layers Can just drag a comment node to select and drag its contents too. Double click a comment node to select only the node itself
1 Year Ago
Added the ability for items to add their own tooltip info via overload on InventoryItem (AddTooltipInfo). This lets ArmorItem show its damage protection and which part it protects.
1 Year Ago
Persistence++ Added test DestroyStructure command When a structure takes enough damage make gibs and delete it When a foundation is destroyed, break any deployables on it and kill any walls and doors attached to it When a doorway is destroyed gib and delete any doors attached Remove old log
1 Year Ago
When pathfinding with A* limit path calculation per agent to 1 per second. Set target location and check in UpdatePath whether to generate yet. Clear target location when path is finished Disable collisions immediately when opening a door. Doors always open AWAY from the player that opened them. Remember that when serializing door state.
1 Year Ago
Continue if item resource has no unique id. Recompile items
1 Year Ago
Greatly increase the max comment node size
1 Year Ago
When dragging a comment node on top of another comment node, alter its z index so its on top of that one
1 Year Ago
Added point scale options
1 Year Ago
Use sceneobjects because its much much faster + dist to line