userGarry Newmancancel

19,224 Commits over 3,898 Days - 0.21cph!

2 Years Ago
Fix issue in number.ToBytes() Delete RawJsonPage
2 Years Ago
Clean up AddonProperty package type
2 Years Ago
Merge fix
2 Years Ago
Allow deserializing enums by name
2 Years Ago
2 Years Ago
apartment letter box - new prefab and breakable doors Merge branch 'master' of sbox Merge branch 'master' of sbox Merge branch 'master' of sbox Merge branch 'master' of sbox Added right click option to create SupportsSolids entities in Entity Tool with the Block Tool Upon creating entity via Block Tool, select the entity, not the mesh New Clothing Piece - Hoodie Dark Green Hoodie - LODs and further skin weight adjustments to follow shortly. https://files.facepunch.com/daniel/1b1111b1/ApplicationFrameHost_gIIAhFRpnj.png Launcher (#355) * Add Launcher widget to the Editor, lists active addons for you to launch into without having to use the main game UI * Can also create your own configs * Set active gamemode on launcher config update - Hammer "Load in engine after building" will pick from Launcher https://files.facepunch.com/devultj/1b1211b1/178105449-7c4e6231-3c2a-4567-b0af-5aed3799578e.mp4 Animgraph: Fix condition sorting Fix Spritecard not clipping through user clip planes (Fixes physgun beam reflecting through water) Upgrade d3dcompiler library for client loading, fix reflection with version v7 Remove minimum size from launcher, add margin, validate SelectedConfig when buttons get updated Add ComboBox.Count If we've got absolutely no valid configs, generate one Animgraph: Fix condition sorting (again) Merge branch 'master' into collisions
2 Years Ago
Throw an error if can't load rendersystem instead of falling back to empty StructProperty uses displayinfo if available instead of struct's ToString Create RotationProperty.cs Fix PropertySheet showing properties it shouldn't EntityInspector start Fixed LineEdit updating while editing CanEdit falls back to base classes/interfaces Add constructors for Rotation Hide a load of entity properties that we won't ever want to edit Cleanup
2 Years Ago
Trim some now unused masks
2 Years Ago
Trimmed interacts from TraceFilter, which snowballed into a bunch of other stuff
2 Years Ago
Strip GameTrace.DidHitContents
2 Years Ago
Remove debug output
2 Years Ago
Merge fix
2 Years Ago
Remove Legacy Compile Collision Mesh Remove CBaseEntity::FVisible Ceiling and round light - breakable light prefabs Merge branch 'master' of sbox Hammer: Remove large toolbar from map window, tuck into a small layout icon button - I'll probably shuffle some things from the "Fullbright" menu into this still. Also fix the icons for these layouts using the wrong path. https://files.facepunch.com/matt/1b0411b1/sbox_tVMBcvmiCL.jpg Don't open the legacy asset browser on startup, make it so you can access it easily from the tools menu bar still though for now Silence steam audio Embree init message by default mesh glue cleanup Fix underwater fog when using FSR fire extinguisher - mount lods Merge branch 'master' of sbox Citizen/animgraph: idle optimizations Added the previously on-the-fly variants of the idle additive as "pre-made" animations. This reduces the overall number of nodes & animation fetches. Fix baked volumetric fog Fix glow outline on water ModelDoc: Apply scale and mirror to helpers Enable scale and mirrors on hitboxes again Don't depth test on DebugShowHitboxes Modeldoc: Apply all scale and mirrors to helpers seeing as there can be multiple of them Unset D_ENABLE_INDIRECT combo on volumetric fog shader and leave it always on, indirect volume lightmap is also used for baked fog! Add clip planes for spritecard, should fix physgun trail clipping on water Iterate on ModelDoc default layout widget sizes Make asset inspector preview/dependencies take a bit less space Fix up toolbar styling for dropdowns Reduce default min width for qt combo boxes causes issues in tools and auto shrinking Citizen: HitboxSetList is now scaled correctly following ScaleAndMirror fix New Outfit Piece! Tactical Gloves New tactical gloves to finish off the Tactical Gear outfit! Including LODs. https://files.facepunch.com/daniel/1b0511b1/Photoshop_N0hdJRjcxj.jpg As well as this, we have some adjustments to the skinning of a few assets, tactical vest, leather jacket, and longsleeve shirt and jacket. Merge branch 'master' of sbox Apartment Letter Box ModelDoc UI tweaks MaterialGroup UI - fixed text contrast & made the editor able to shrink to fit node editor width, no more horizontal scrollbars RenderMeshFile UI - reduced size of "Excude by default" text and allowed it to shrink to avoid horizontal scrollbars Animations Controls widget/tab - reduced minimal required horizontal width Merge branch 'master' of sbox Citizen: AO proxies are now scaled correctly following ScaleAndMirror fix Fix depth prepass not working ScenePanels now handle MSAA properly Merge branch 'master' of sbox Fix render attributes not holding onto textures causing them to be deleted when render attributes still needs them Modeldoc: Don't apply scale modifier to helpers if it's disabled Allow [Change] callbacks for ConVars to be non-public apartment letter box - AO adjustments Merge branch 'master' of sbox apartment letter box - clean grey and silver skins Fire exit light - breakable prefab Modeldoc: Reenable scale and mirror on nodes, should be fine now that the helpers are scaled with it Animgraph: Sort GetParameterChoiceList alphabetically Animgraph: Increase max visible items to 25 for attribute combo boxes as max wanted to see more items at a time Remove qc_asset type - unused Remove prt_matrix type - unused Fix a typo in qtoolbar.css Improve text contrast in WeighList ModelDoc node editor Fixed a ModelDoc crash when adding an animation hold Happens when all existing animation holds are set to hold for 0 frames ModelDoc outliner tweaks https://files.facepunch.com/rubat/1b0611b1/Vix2fB89dN.png fire exit - removed default skin and adjusted transparency Merge branch 'master' of sbox Support for multiple d3dcompiler and their reflection types Simplify that, and add d3dcompiler_47 Reenable ScaleBoneRelativeAttribute and ScaleWorldAttribute so AO proxies can be scaled Citizen: recompiled AO proxies Citizen: fixed physics joints (ragdoll) after ScaleAndMirror fixes Citizen: additional fix on the physics joints for the legs Modeldoc: box and cylinder helpers render edges with noZ Merge branch 'master' of sbox Remove redundant functions now that they are processed on the core shader Fix typo fire extinguisher - changed foam label to be cream coloured Hammer: Move selection tool keybinds UI below all the buttons Added a 'clear text' button to Hammer's entity tool filter text entry Hammer: try to save some vertical space in property editor tab Make sure SoundFile actually preloads the sound - it was only working before because the sound got played, which preloaded it Fix our CopySamples16 bind messing up memory for ADPCM sounds Update Tools to .NET 6, remove .NET 5 dependency Got rid of Webview (unused) while we're having fun over here Animgraph: Parameters lists are not sorted alphabetically (do the same fix for conditions) updated fire extinguisher gibs Make modeldochelper_attachment work with scale and mirror modifiers Make SetPhysicsJointAnchorToChild work with scale and mirror modifiers Merge pull request #356 from Facepunch/d3dcompiler_47 Add support for the latest version of D3D11 shader compiler Fix double depth prepass due to viewmodel depth pass Force EditorWindow resize when editor is first shown Resolves odd windowed state when the editor boots up. There has to be a better way to handle this. Update Path tool UI Also removes duplicate/redundant entities https://files.facepunch.com/rubat/1b0811b1/sbox-dev_D7XWFcKoCZ.png Give categories/names to default path entities Fix hotloading filling path tool ui with whitespace Add small icons to entity list for SupportsSolids and Solid only entities Also adjust a entity list tooltips https://files.facepunch.com/rubat/1b0811b1/nuBjMOroOt.png Add video_scale (percentage) convar to downscale video recording - quality will suck until we do some filtering on it Restore mesh groups for entities on model hotload UpdateSceneObjectMeshInstances restores previous mesh group mask Hammer's Outliner & Map Problems refresh on hotload Merge branch 'master' into collisions
2 Years Ago
Obsolete CollisionGroupOverride, add CollisionTags
2 Years Ago
Replace modeldoc physics node collision_interact_* with collision_tags
2 Years Ago
navlib generation uses tags instead of collision masks/layers
2 Years Ago
Fix phygun, gravgun hitting owner etc Add collision rules Fix clientside ragdoll collision groups Player use collision mask Don't use collisiongroup Set Seed when shooting bullet
2 Years Ago
Player movement treats player as as solid by default again
2 Years Ago
Add Trace.TestPoint Fixed shooting water and underwater
2 Years Ago
Clean up HierarchyId collision stuff Fix TraceResult.Tags being fucked
2 Years Ago
strip collision group from intersectiondictionary
2 Years Ago
Delete interaction + collision group functions from RnQueryShapeAttr_t + RnCollisionAttr_t
2 Years Ago
Strip out server_valve logic Strip out snd_das (I probably missed some, there's a LOT here) strip m_nCollisionGroup, m_nInteractsAs, m_nInteractsWith, m_nInteractsExclude from RnCollisionAttr_t and RnQueryShapeAttr_t
2 Years Ago
Fix PublishWindow not working
2 Years Ago
Publish Window is a BaseWindow GameResourceEditor use BaseWindow
2 Years Ago
Refactor so Widget can be a frameless window Tweak ProjectSettings into a window Move BaseWindow to tools addon Make ProjectSettings a BaseWindow
2 Years Ago
PopupWidget can have a shadow Add Label.Color Add documentation to the collision page https://files.facepunch.com/garry/5cfd42ca-d9c5-4420-a082-68e6485ab5e6.png Add Layout.AddRow, Layoiut.AddColumn
2 Years Ago
Fixed tag defaults not working out properly if one side had no tags
2 Years Ago
Save addon config with enums as strings Add CVPhys2World::SetCollisionRulesFromJson Apply ServerConfig collision rules in OnPhysicsWorld, or on change Fix MatrixButton looping
2 Years Ago
Move CollisionRules to engine Add ServerConfig and hot reload RuntimeGame's Config file
2 Years Ago
Context menu to delete tag Popup widgets don't have shadows and have transparent backgrounds LineEdit.RegexValidator Can add new tags https://files.facepunch.com/garry/d70eded3-8c03-4ffc-95e4-92994a5b63dc.mp4
2 Years Ago
Fixed AddStretchCell defaulting to -1 Added Paint.Rotate overload that takes a center point Changed Layout.Spacing to float - it's not float but this avoids casting all the time Started Collision Matrix
2 Years Ago
Add Layout.InnerRect, Layout.InnerRect Add Button.Primary AddonConfig.GetPackageType() is PackageType Make GetHashCode readonly on a bunch of structs Add AddConfig.TryGetMeta, SetMeta Restore font after Tools.Paint.DrawIcon Add Widget.MinimumWidth, MinimumHeight, MaximumWidth, MaximumHeight Create NavigationView.cs OrganisationProperty opens on press instead of click Add ProjectSettings Add CollisionPage
2 Years Ago
Layout.Clear can optionally delete the widgets too
2 Years Ago
Start implementing rule system
2 Years Ago
Strip out as much collisiongroup stuff as I can stand right now Enable BaseWeapon shooting players Fixed terrible mistakes
2 Years Ago
Obsolete CollisionGroup & CollisionLayer Rewrite CRnCollisionFilter, strip out CIntersectionController
2 Years Ago
Delete LAYER_INDEX_CONTENTS_SERVER_ENTITY_ON_CLIENT, CONTENTS_SERVER_ENTITY_ON_CLIENT Explicitly forbid triggers from colliding with the world
2 Years Ago
Traces don't hit client only entities by default, added IncludeClientside to opt in By default traces only hit entities and world that also exist on the server. This is the most common scenario as if you hit client only entities during prediction you will get prediction errors. You might however want to opt into including client entities in specific traces.
2 Years Ago
Trimming redundant tracefilters, EFL_USE_PARTITION_WHEN_NOT_SOLID, LocatableEntity system, RNQUERY_OBJECTS_NON_COLLIDEABLE
2 Years Ago
Delete unused unit test Trim unused code Add UseHitboxes to RnQueryShapeAttr_t - ask for them explicitly, don't use CONTENTS_HITBOX mask
2 Years Ago
Remove CollisionGroupOverride from prop_physics Add m_SeenTags to intersectiondictionary
2 Years Ago
Refactor m_Tags to m_PhysicsTagStrings, so it's more searchable Remove debug
2 Years Ago
Add TraceResult.Tags
2 Years Ago
Physics Shape partial tag Access Move Tags to top of property window since it's pretty important Collapse the help section of the object property window by default
2 Years Ago
Remove Hammer Mesh PhysicsGroup, PhysicsInteractsAs, PhysicsInteractsWith, PhysicsInteractsExclude - replace with Tags
2 Years Ago
Support tag queries in RnCollisionAttr_t If a shape doesn't have tags then add solid for now Pass trace tag filters straight to rubikon, delete SandboxTraceFilter, Trace.ResolveEntities Make player movement tags consistent
2 Years Ago
Split mapbuilder.tags Material compiles Temporary ladder rule check your code you dumb cunt
2 Years Ago
Update mapbuilder.passbullets, blocksound mapbuilder.npcclip mapbuilder.sky mapbuilder.teleportclip mapbuilder.navclip Cleanup
2 Years Ago
Update toolsblock_los delete mapbuilder.infectedladder