userGarry Newmancancel
reposboxcancel

5,189 Commits over 1,583 Days - 0.14cph!

Yesterday
Push time scope when calling pending starts
Yesterday
Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Speed up Pixmap.FromTexture ( there's got to be a faster way than this come on) Draw texture preview
Yesterday
Add TextureGenerator boilerplate TextureControlWidget poc
Yesterday
Fix crash in unit test when creating SoundStream
Yesterday
Run pending component starts at the end of loading, before host joins game
Yesterday
Revert "Widget.Parent checks for valid" This reverts commit 0da86010868490ff4bbe0b0cb524e5a5fcbb0bf7.
Yesterday
Scene loading only happens once
Yesterday
TextureControlWidget poc
Yesterday
Add TextureGenerator boilerplate
Yesterday
KeyValuesToJson Add Material.Shader Add TypeLibrary.CreateProperty, Obsolete SerializedProperty.Create TypeLibrary.CreateProperty takes attributes - allowing further customization Make ParseToJsonObject public Add Asset.SetInMemoryReplacement, ClearInMemoryReplacement Pass on description, title, source info to property Widget.Parent checks for valid Fix warnings
Yesterday
Delete ResourceConverterFactory, ResourceJsonConvert safe to pick to main Add TypeLibrary.Current Add TypeLibrary.Current Remove hacky Scene.IsWaitingForLoad Give NavMesh a proper place to generate during loading (after everything is loaded)
3 Days Ago
Fix TypeLibrary.Current not working
3 Days Ago
Delete ResourceConverterFactory, ResourceJsonConvert safe to pick to main Add TypeLibrary.Current Add TextureGenerator boilerplate
4 Days Ago
Don't "step down" when on a dynamic physics object (let physics work) Stomp z velocity when stepping down Stomp z velocity when stepping up
4 Days Ago
Rebuild content Rebuild shaders Don't reset the menu environment when you quit a game, so you're on the same page Allow TryJoinLobby to be called only once at a time Disable play button when joining a game, so we can't keep pressing it Fix disconnect message showing "Unknown Player"
5 Days Ago
Print in console when client connects/disconnects
5 Days Ago
Add player count to DedicatedStatus Add extra info to snapshot analytic Rename SceneNetworkSystem.LoadScene to LoadSceneBroadcast Remove Nav_WaitBuild, make it a LoadingTask instead - there's no reason this should be special Fix fov in settings not working
6 Days Ago
Don't try to play voice on dedicated server
6 Days Ago
Fix network thread choking itself out if no network system
6 Days Ago
Remove DebugOverlay.Sphere in PlayerController Add OnParticleDestroyed to ParticleController
6 Days Ago
Add Collider.IsDynamic PlayerController doesn't slip down slopes when standing still Tweak ladder movement code, more grippy, faster Add PlayerController.UseLookControls and PitchClamp and LookSensitivity
6 Days Ago
Add PlayerController.BrakePower - Player will stop instantly when direction input - Player will reach max walk/run/duck speeds - Player will slow down quickly when switching from run to walk etc
6 Days Ago
Don't clamp Collider.Friction
7 Days Ago
Fix dedicated server on older terminals
7 Days Ago
Now I remember why I didn't add this > before
7 Days Ago
Add warning if we got a reconnect message not from the host Deserialize GameObjectFlags.Hidden - Fixes saved hidden gameobjects not being restored with hidden flag Get rid of S_NON_DIRECTIONAL_DIFFUSE_LIGHTING, use g_bNonDirectionalDiffuseLighting attribute instead Dragging a prefab into an action graph creates a scene.ref node Fix scene.ref thumbnail for prefab references More informative / nicer display info for scene ref nodes https://files.facepunch.com/ziks/2025-01-14/QYoZj9M8T7.png Add analytic to SceneNetworkSystem.GetSnapshot Add Application.IsDedicatedServer Dedicated server performance analytics Launch sbdb with datacore Merge branch 'master' into console_stats_overlay
7 Days Ago
Launch sbdb with datacore
7 Days Ago
Add analytic to SceneNetworkSystem.GetSnapshot Add Application.IsDedicatedServer Dedicated server performance analytics
7 Days Ago
Remove old dedicated textconsole Use Rust console style, with 3 lines printed under instead of trying to maintain a footer (messes less with outputs)
7 Days Ago
Add warning if we got a reconnect message not from the host
10 Days Ago
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
10 Days Ago
Clean up ParticleFloat parsing Fix gradient error
11 Days Ago
ParticleConeEmitter - use ParticleFloats, emit within the base of the cone, add Velocityrandom, CenterBias, CenterBiasBelocity, VelocityMultiplier
11 Days Ago
Add PlayerController.AccelerationTime , DeaccelerationTime
11 Days Ago
Reduce playercontroller animator leaning a bit
11 Days Ago
Add Game.Load( gameident ), client reconnect
11 Days Ago
Serialize ParticleFloat manually, so we can read as a constant float ParticleEmitter.Rate is a ParticleFloat, allowing curve/time based emission rates
11 Days Ago
Add DebugOverlaySystem.ScreenText
12 Days Ago
Ignore null GameSystem's when shutting down - it might be null due to hotloading Add PlayerController.IEvents.OnJumped
13 Days Ago
Add PlayerController.RunByDefault , PlayerController.AltMoveButton
13 Days Ago
Add Capsule and Line to TypeLibrary
13 Days Ago
Add ConVar flags Remove dead code Route console commands from engine to managed No need to register convars with engine, we are the owner now Strip command buffer running, aliasing Store native console commands, everything works again Native console command help etc print variable value when no arguments Move "find" to c#, add ConvarFlags.Hidden Autocomplete is all c# Remove IConfigurationSystem Remove CommandTarget_t, InputCommandSource_t Don't need these hacks to create SceneNetworkSystem anymore Remove more unused convar code Replicated convars stringtable Capture native convars more reliably, without having to query Userdata convars Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected Remove FCVAR_DEVELOPMENTONLY Remove FCVAR_GAMEDLL Remove CCommandBuffer Remove FCVAR_RELEASE WrapepdPropertySet provides a Getter, to get the current value Include all attributes with wrapped properties, no just the codegen attributes ConvarSystem.SetValue always takes a string value instead of object Only set native convar if value is different Move sv_cheats to game code, so it gets codegen Always register sbox.game assembly with convar system Only set managed convar value if value changed Placeholder to return replicated values for convar Call ConVarSystem.OnConVarChanged when managed convar changes Native convars call OnConVarChanged Rename ConvarFlags to ConVarFlags Remove dead code Delete ivr.h, remove g_pVr (none if this is used anymore.. right?) Fix CodeGen attribute blunder Fix unit tests getting the wrong envrionment var (not sure what changed) Rename ConVar to ConVarAttribute, ConCmdAttribute Convar changed event Update replicated convar string table entry when it changes, if we're the host Clients use replicated vars table instead of accessing the value from the convar
13 Days Ago
Convar changed event Update replicated convar string table entry when it changes, if we're the host Clients use replicated vars table instead of accessing the value from the convar
13 Days Ago
Fix CodeGen attribute blunder Fix unit tests getting the wrong envrionment var (not sure what changed) Rename ConVar to ConVarAttribute, ConCmdAttribute
13 Days Ago
Remove dead code Delete ivr.h, remove g_pVr (none if this is used anymore.. right?)
13 Days Ago
Remove FCVAR_RELEASE WrapepdPropertySet provides a Getter, to get the current value Include all attributes with wrapped properties, no just the codegen attributes ConvarSystem.SetValue always takes a string value instead of object Only set native convar if value is different Move sv_cheats to game code, so it gets codegen Always register sbox.game assembly with convar system Only set managed convar value if value changed Placeholder to return replicated values for convar Call ConVarSystem.OnConVarChanged when managed convar changes Native convars call OnConVarChanged Rename ConvarFlags to ConVarFlags
14 Days Ago
Remove FCVAR_DEVELOPMENTONLY Remove FCVAR_GAMEDLL Remove CCommandBuffer
14 Days Ago
Add ConvarFlags.Protected and ConvarFlags.Cheat - all native convars are protected
14 Days Ago
Userdata convars
14 Days Ago
Don't need these hacks to create SceneNetworkSystem anymore Remove more unused convar code Replicated convars stringtable Capture native convars more reliably, without having to query