250,157 Commits over 3,959 Days - 2.63cph!

3 Months Ago
battering ram update to work in progress visuals
3 Months Ago
Added gibs to catapult. Changed catapult rust decals mat lookup.
3 Months Ago
Merge: from main Tests: none
3 Months Ago
Swim mode holds waterlevel etc
3 Months Ago
Double clicking on a selection history entry now calls AssetDatabase.OpenAsset
3 Months Ago
Put all the climbing stuff in LadderMode
3 Months Ago
wip repositioning and convar
3 Months Ago
Merge from halloween24
3 Months Ago
Also filter out murderers, scarecrows and zombies on the tutorial island
3 Months Ago
Fix NRE in LatticeDeform Rename to PhysicsCharacter Move modes are components
3 Months Ago
Don't allow halloween/xmas dungeons to spawn on the tutorial island
3 Months Ago
Fixed shields not getting properly initialised when using spawn.shielddummy command Added a damage mitigation factor to all shields, shields will absorb this percentage of damage and then pass the rest of the damage onto the player. This is applied after the Protection properties are applied, so we can still vary how different shield materials affect damage
3 Months Ago
Added IReceivePlayerTickListener. Forward received player ticks to any listeners. WildLifeHazards can define the button press for avoiding the hazard. WildiLifeHazards receive the player tick and check for valid input. Can now succesfully avoid hazards.
3 Months Ago
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▇▌▊▇ █▊▊ ▍▉▊▌▆ ▆▄▍▋▍▍▆▊ ▄▍ ▆▇▍ ▄▋▆█▉▅▉ █▄ ▊▆▅▄▅▊ ▇▍▋ ▋█▅█▍ ▍▌▄██ ▇▊, ▇▊▇█ █ ▍█▉▄█▇▌▅ █▋▊▌ ▋▊▇▅▆://▉▍▋▉▋.▆▉▉▋▄▄▇▆▉.▌▊▊/▋▍▇▋▆/▄▇▆▉▆▆▅▊/▌▄▉▅-▄▇▋_▌▅▅▄█▊▆▋▋▅.▅▋▆ ▄▍█ ▋▉▆▌▇ ▆▅▄ ▆▇ ▅▅▄▌▅ ██ ▌▌▉▌▇▆▊▋▊.▉▇▄▉▌▉▍▊▋▊▌█▇▉▍ ▄▋▅▉▅ ▋▌▄▊▇▇ '▆▇▊█▇▊' ▄▋▋▋ ▄▋█▊▆-█▅▉▊▍█▆-▉
3 Months Ago
WildlifeHazard can now play a sound on trigger. Hook up placeholder hissing sound for Snake wildlife hazard.
3 Months Ago
Added SavingReactionTime to WildlifeHazard entities, along with a ReactionTimeMultiplayer server convar. Hazard effects are now triggered using this delay.
3 Months Ago
Merge from main
3 Months Ago
Leaderboard backup, run #14813
3 Months Ago
Fix index out of range in HashSetEx.EnumerateLocked
3 Months Ago
Map Updates
3 Months Ago
Tons of changes to support working outside of editor - code assumed only single instance per server - now store parameters per client in client convars - made client and server versions of each command - client commands send parameters to server version - added filtering for resources + foilage and npcs (default include everything) - fix point entities not being filtered out - split code into CLIENT and SERVER regions
3 Months Ago
Merge from halloween24
3 Months Ago
Split scarecrow and murderers into different prefabs to properly support the death screen and head bag systems Updated Scarecrow.Population and the halloween tunnel prefabs to add in the new prefab (weighted 75/25 scarecrow/murderer to match the previous behaviour)
3 Months Ago
Cleanup Rename copy -> copybox so it doesn't overlap with client copy Rename load -> loadpaste to not overlap with other load commands
3 Months Ago
Setup reinforced wooden shield prefab
3 Months Ago
Add melee attack state on 3rd person animator Added admire to viewmodel animator Added override controllers for each shield viewmodel
3 Months Ago
Hook up deploy on 3rd person shield layer
3 Months Ago
Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection
3 Months Ago
MoveMode controls adding velocity to controller
3 Months Ago
Climb/Swim to MoveModes
3 Months Ago
Clean up step, fixed bugs
3 Months Ago
Fix becoming ungrounded when standing close to a slanted surface Fix ungrounding when ducking under something
3 Months Ago
Leaderboard backup, run #14789
3 Months Ago
Update Conveyor component to set collider surface velocity, this component doesn't really need to exist anymore though
3 Months Ago
Factor in surface velocity when solving linear friction constraint Add PhysicsShape.SurfaceVelocity Add Collider.SurfaceVelocity - Sets the local velocity of the surface so things can slide along it, like a conveyor belt https://files.facepunch.com/layla/1b1911b1/sbox-dev_0LL7vekKM3.mp4
3 Months Ago
▋▆█▅█▅
3 Months Ago
Tags applied to items prefabs
3 Months Ago
Switch default era from None -> Unknown and add new "Any" era so we know what items are explicitly allowed in any era vs unassigned Add tags for era to item assets
3 Months Ago
Every item reserialized after adding era field & updating asset tags
3 Months Ago
Client compile fix
3 Months Ago
Improve item asset tags - `workbench0` - `workbench3` depending on crafting requirement - `craftable` for items that are craftable - {Category}Item for item category (WeaponItem, FunItem, etc) - `ItemDLC` for items that are dlc - `ItemRedirect` for items that are redirects of other items
3 Months Ago
Add era field for items (none, primitive, medieval, frontier & modern) - items default to "no era" - items in none will show up in all eras - items in lower eras will show up in higher eras - no eras assigned to items yet
3 Months Ago
WIP support for storing which NPC clothing loadout was active on a corpse, to support more accurate head bags and death screens when killing NPC's that change appearance via loadout (notably arctic scientists and scarecrows/murderers)
3 Months Ago
Conveyor shouldn't use static collider
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
3 Months Ago
Reference formatting tweaks https://files.facepunch.com/ziks/2024-10-19/sbox-dev_UakhR0G0Jj.png
3 Months Ago
Enable CollisionUpdateEventsEnabled on PhysicalCharacterController Body Cleanup DebugDrawSystem Add ballpit
3 Months Ago
RigidBody.CollisionUpdateEventsEnabled is disabled by default
3 Months Ago
PhysicalCharacterController : Auto create all components, auto hide them Tweak pressure/gib calcs Conveyor hack
3 Months Ago
Apply EnableTouchPersists on collider shape create Tweak MassOverride to not call MakeDirty