250,086 Commits over 3,959 Days - 2.63cph!

3 Months Ago
Merge from copypaste -> main
3 Months Ago
Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
3 Months Ago
Remove / clean up old assets and poorly named stuff
3 Months Ago
Add ability to undo pastes with `undopaste` command - only kills entiites you pasted (if you want to redo a paste, just paste it again manually)
3 Months Ago
Scene.Title, Scene.Description are obsolete Fix JsonObject.GetPropertyValue not always returning defaultvalue Add SceneInformation component, replaces Scene.Title, Scene.Description - can create your own meta providers, works in prefabs Add SceneFile.GetMetadata( name ) Add PrefabFile.GetMetadata( name )
3 Months Ago
Use SceneMeta instead of Name/Description
3 Months Ago
second noise layer for coverage
3 Months Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc Normalize map path name Can tie map meshes to GameObjects, these get built into models and any components on the GameObject with a Model property get populated by it Trim world builder Implement CMapGameObject::Copy Sync native transforms to managed Scene changes (new component, prop edits, etc.) mark Hammer map as having unsaved changes (otherwise it refuses to save) Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative) Fix warning
3 Months Ago
Adding new player anims
3 Months Ago
Updates to intro area and blockouts
3 Months Ago
Allow pasting directly from name - `paste cars1` will load "cars1" and paste it while persisting current clipboard Filter entities when pasting instead of copying (allows you to change filters after copying a single time) - change convars from "copy_npcs" to "paste_npcs" - filter entities that have no parent when pasting - add option to filter vehicles
3 Months Ago
Client trigger, art root setup. Initial basic facing nearest player logic.
3 Months Ago
Lets try making the player face correctly again Sub intro cutscene text Swap to models of platforms
3 Months Ago
setup admire anim for metal shield
3 Months Ago
Codegen
3 Months Ago
Fixed rotate Phys trace Rotate player onstart to face correct direction
3 Months Ago
Add "Set to None" option to InputActionControlWidget https://files.facepunch.com/tony/1b2211b1/0WMKcWO3Z1.png
3 Months Ago
Move on Fixed
3 Months Ago
Third person camera clipping Use the same collision rules when tracing Better handling when third person camera is too close Don't position camera in editor Switch the rest of the test scenes to use new player controller
3 Months Ago
Remove tags for moving Phys character updates
3 Months Ago
Snakes can now reposition after striking. Added variables and convars for reposition chance, min/max radius and multipliers.
3 Months Ago
Merge: from main Tests: none
3 Months Ago
Some general cleanup, moved tool to Tools/Cinematic/Pose Tools
3 Months Ago
Added Undo support to Pose selected, pose random and paste pose options
3 Months Ago
Merge: from requesttrees_spike This reduces overhead of streaming grid cells of tree impostors from 3.5m to 1m on a 4.5k server. Tests: 2 editors(1 server, 1 client) in same session - streamed no changes, removed 1 tree then re-streamed, and streamed with disabled lazy serialization
3 Months Ago
Avatar field in PoseTools will now persist between editor restarts (saved in EditorPrefs)
3 Months Ago
Fixed copy/paste buttons not working in PoseTools
3 Months Ago
merge from kayak_perf_fix
3 Months Ago
merge from icesheet_fix
3 Months Ago
Merge: from main Tests: none
3 Months Ago
merge from oases_topology_fixes
3 Months Ago
merge from optimize_hbhf
3 Months Ago
merge from voice_chat_cctv
3 Months Ago
Merge from main
3 Months Ago
merge from world_update_2
3 Months Ago
merge from nuking_old_cliffs_in monuments
3 Months Ago
merge from halloween24
3 Months Ago
merge from main
3 Months Ago
Leaderboard backup, run #14837
3 Months Ago
Correctly scope to current scene when pressing [Button] Fix gizmos being unavailable during editor tick
3 Months Ago
IKReachOut ignore player body PlayerGrabber ignore player body Try to auto assign player body renderer No collision sounds on player body Add button to automagically create the player body Ensure PhysicsCharacter is axis aligned on startup, but rotate body/eyes Update a bunch of scenes to use the Physics Character
3 Months Ago
3 Months Ago
3 Months Ago
Fix gizmos being unavailable during editor tick Correctly scope to current scene when pressing [Button]
3 Months Ago
Codegen
3 Months Ago
Merge from main
3 Months Ago
handle selection box while camera moving movement handling for arena bounds and better structure avoiding offset when moving multiple survivors; change deceleration handling movespeed tweaks
3 Months Ago
More docstring elements https://files.facepunch.com/ziks/2024-10-21/sbox-dev_l5UcrtR1tm.png Courtesy of bringing my laptop on some long train journeys this weekend Clothing Updates Show unambiguous ident subdirectory path in project creator window, resolves Facepunch/sbox-issues#6609 Bring back automatic default project names (My Project 1, 2 etc) now we use idents for project subdirs (and have for ages) Smite the random third-party cloud references in core assets Clothing Updates Move joint attachment mode and local frames to base joint, all joints should have these Unfuck native physics interface for creating joints, they should all pass in local frames, it's up to C# to calculate local frames for desired setup Merge branch 'master' into asset-browser-2
3 Months Ago
test map, pause menu work
3 Months Ago
Large surface tuning