7,603 Commits over 3,684 Days - 0.09cph!
Update FastPathTest comment
Support compiling from a MemoryFileSystem
Fastpath tests pass again
Simpler way of describing changes in fastpath tests
Re-implement fast path tests
Not passing yet
Can turn / vault while being held
Determine held state from if parented to a Holder
Handle players disconnecting
Update Facepunch.ActionGraph
Keep serialized properties in a consistent order
Allow dropping a .action into the Action Graph editor
https://files.facepunch.com/ziks/2024-05-16/sbox-dev_7kY8vTea7g.mp4
Fixed target type of AGs on the root of a prefab
AG node double-click opens new tab in same window
Can drag .action resources into Action properties
https://files.facepunch.com/ziks/2024-05-16/sbox-dev_rSLRXcZtPU.mp4
Remove mysterious references to another project
Let's just use parenting for held items
Enemies can pick up objects, logic tweaks
Test velocity relative to ground normal in CheckGround() (#64)
While grounded, keep position 1 unit above ground (#64)
ControlObjectWidget: don't create an instance for AG properties
Hotload: ignore Microsoft.CodeAnalysis
Hide / don't serialize SDF chunk components
Fix GameLoadingFlags.Developer
Add missing [Flags] attributes
Query collision rules, CharacterController.UseCollisionRules (#1566)
* Added `PhysicsWorld.GetCollisionRule(string left, string right)`
* Added `WithCollisionRules(string tag, bool asTrigger)` to `PhysicsTraceBuilder` and `SceneTrace`
* Added `bool CharacterController.UseCollisionRules`
* Update helper text in CollisionPage
https://files.facepunch.com/ziks/2024-05-15/firefox_9de7c5NRvM.png
CollisionRules cleanup to make it queryable in C#
Make ITagSet implement IEnumerable<string>
PhysicsTraceBuilder / SceneTrace WithCollisionRules
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
CollisionRules cleanup to make it queryable in C#
Make ITagSet implement IEnumerable<string>
PhysicsTraceBuilder / SceneTrace WithCollisionRules
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
CollisionRules cleanup to make it queryable in C#
Make ITagSet implement IEnumerable<string>
PhysicsTraceBuilder / SceneTrace WithCollisionRules
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
CollisionRules cleanup to make it queryable in C#
Make ITagSet implement IEnumerable<string>
PhysicsTraceBuilder / SceneTrace WithCollisionRules
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
ActionGraph: don't qualify type names by assembly name
Fixes Facepunch/sbox-issues#5473
Some thread safety in ModifyChunksAsyncImpl (#27)
Handle RootNamespace option in SimpleComponentTemplate
ImpureAttribute to compliment PureAttribute
Facepunch/sbox-issues#5499
Clean up maze parameters
Tweak held item animations
CollisionRules cleanup to make it queryable in C#
Add WithCollisionRules method to SceneTrace, PhysicsTraceBuilder
CharacterController.UseCollisionRules property, defaults to false
Update helper text in CollisionPage
Spawn objects facing random directions
Seekers
AStar, add cycles during maze gen
Fine tune ruleset, add more gems
Treasure, stacking, rework exiting
Game over, can respawn in the lobby
New players spawn as ghosts (except in lobby)
Added CharacterController.UseCollisionRules bool
Melee attack
Death
https://files.facepunch.com/ziks/2024-05-10/sbox-dev_nXqgcug2DS.mp4
Can query collision rules through PhysicsWorld
SceneTrace.WithCollisionRules( string tag, bool trigger )
Added CharacterController.UseCollisionRules bool
Fix Json.SerializeAsObject handling indexers
Can query collision rules through PhysicsWorld
SceneTrace.WithCollisionRules( string tag, bool trigger )
Added CharacterController.UseCollisionRules bool
Check for !IsProxy rather than IsOwner