248,697 Commits over 3,928 Days - 2.64cph!

40 Days Ago
When using SetPath, don't update the path if it didn't change
40 Days Ago
Fix NRE in PrefabFile.PostReload Fix NRE in CloudBrowser
40 Days Ago
Number of wolves per square km decreased from 3 to 2, max pack size increased from 3 to 4
40 Days Ago
merge ice_sculpture->Aux2
40 Days Ago
Added missing prevent buidling to catapult constructable prefab
40 Days Ago
Weapon pickups
40 Days Ago
Can't pull/push a mounted ballista
40 Days Ago
Catapult - updated reload anim (moves slower as it reaches full tension)
40 Days Ago
Asset Browser: streamline navigation flow Asset location presentation tweaks, improved path handling Initial path widget width because it starting off small is so very annoying
40 Days Ago
Fixed SocketMod_SphereCheck returning 'Not enough space' instead of 'Cannot build this close to X' when building in a monument prevent building volume Was happening when deploying siege weapons, amongst other large deployables
40 Days Ago
Tutorial map progress
40 Days Ago
Uninstanced prefabs (#1708) Can retrieve components and child gameobjects from uninstanced Prefabs
40 Days Ago
Add a separate turret warning icon. Move UI code to a specific turret icon script.
40 Days Ago
Fix client compile issues
40 Days Ago
fixed nre on client loading of sculpture
40 Days Ago
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40 Days Ago
Disable AssertNoGraphErrorsInScene test
40 Days Ago
Added "Autotile Brushes" tab to Tileset Editor with custom widget for Brushes Created custom Controls/Widgets for Autotile Brush List and individual tiles, with support for proper wrapping to fit width https://files.facepunch.com/CarsonKompon/2024/November/21_09-20-QuarrelsomeBorzoi.mp4 Can now select tiles from a brush Selected autotiles now show a small inspector beneath the brush list Brushes with unset tiles show guide images so you know which tile(s) you're meant to select for each https://files.facepunch.com/CarsonKompon/2024/November/21_10-23-DrearyThrush.mp4
40 Days Ago
merge ice_sculptures->Aux2
40 Days Ago
updated entity bounds
40 Days Ago
Print a list of new items in console after check out
40 Days Ago
Fix mirror to use oblique near clip plane
40 Days Ago
Fix mirror to use oblique near clip plane
40 Days Ago
Implemented new catapult reload animation
40 Days Ago
Expose PerChannel<T>.Get and Set
40 Days Ago
Fix "missing sound common/null.wav" when throwing grenades Gravity Gun consistency improvements Fixed mass-adjusted punt forces being applied to Mega Gravity Gun Fixed Gravity Gun forces being Launch-forces at all times for prop_physics due to a previous fix for `spin_none` physics interaction Set the particle orientation in Editor on creation Sets the first control point for the selected particle system preview, so they are oriented correctly from the start. Mimics how the particle previews do it in the particle list. Fix month checking for loading screen Remove Ep1, Ep2 and Lost Coast mounting All of those are now part of the Half-Life 2 mounting option Rename "Operation was aborted by an application callback" error Fixed some more crashy issues with particle constraints Added ability to override precipitation particles It will not be functional yet due to networking changes being required Added PhysObj:GetIndex Add particle name to "unimplemented sprite renderer" warning Force tool classnames to lowercase at all times Fixes garrysmod-issues/issues/6078#issuecomment-2482015121 Apply potential filesystem micro optimization Implement `origin` for `playlooping`/`playrandom` in soundscapes Also 'ambientoriginoverride' for "playsoundscape" Do not apply spawnmenu names to map NPCs in kill feed This code is too error prone unfortunately Pull Requests (Community Contributions) * Micro optimization for Entity.__index * Micro optimizations for team library * Fixed "Bad SetLocalOrigin on gmod_hands" warning Stop shipping Commentary Editor for -tools
40 Days Ago
Stop shipping Commentary Editor for -tools
40 Days Ago
Merge: from soundmodulator_leak - Fixed sound leaks from quickswitching scenarios - Fixes wrong loop sound being played when coasting on a pedal bike - Fixing flamethrower not playing sound when quickswitching while holding fire button - Fixing pilot sound not played on taking out a flamethrower - Recycle footsteps when their sounds end, instead of potentially incorrect preset time Tests: played with a lot of weapons and vehicles while monitoring sounds via audio.printsounds and log.level Audio 2
40 Days Ago
merge ice_sculptures->Aux2 + codegen
40 Days Ago
Add PrefabCacheScene for GetPrefabScene prefabs IsPrefabInstanceRoot returns false if we're a PrefabCacheScene Component.ShouldExecute returns false if we're in a PrefabCacheScene Update prefab test, we should be able to get children and components from uninstanced Prefab GameObjects now Reduce the length of this test
40 Days Ago
Added 2 new spawnflags to env_player_surface_trigger Do not IsValid the ident in hook.Add/Remove The check was added solely to print an error for invalid types, but NULL entity is still an entity Added light_directional & some other VRAD changes There are also changes to do with displacement lightmaps from CS:GO, supposedly should be better between brushes/displacements, but I couldn't find any differences. New inputs to game_text and game_player_equip SetText, SetPosX, SetPosY, SetTextColor, SetTextColor2 for game_text TriggerForAllPlayers and TriggerForActivatedPlayer for game_player_equip Added skybox_swapper entity Remove scratchpad from game builds Also remove bloodspray concommand Added particle-based func_precipitation types Added missing materials for legacy Ash precipitation type Implement precipitation blockers These will not work yet, because networking incompatible changes are required. Also added Cull by Model and Cull by RT environment particle operators
40 Days Ago
- Siege tower towing setup - Added editor gizmos to towing visuals
40 Days Ago
Initial commit
40 Days Ago
- Added icon to siege tower - Finalised basic constructable (added each of the build steps and relevant colliders)
40 Days Ago
jungle skin prefabs setup progress
40 Days Ago
manifest
40 Days Ago
Ignore calls to Scene.Parent.set Iterate children nicer in PostDeserialize, in case children get added/removed during deserializing which they do - like when creating attachments Add GameObject constructor which takes a parent
40 Days Ago
Fixed .gma whitelist being different between game/gmad Update net.lua - comment typo Add all missing Portal 2 map icons Fix more potential crash issues to do with particles Make particle preview background slightly lighter (32,32,32) Fixed more crashing issues to do with particles ClientSignOnStateChanged is no longer called for HLTV clients util.IsValidModel uses meshcount to determine useless models If mesh count is 0 - it's a useless model, instead of using hardcoded model name substrings. This fixes certain valid models being unable to be spawned in Sandbox
40 Days Ago
added ability lock/unlock edits to sculpture when you're not holding a melee weapon
40 Days Ago
actual client compile fix
40 Days Ago
New: Find and upload perf snapshots - Uploads as one request, rather than a ping-pong chain - Once attempted the upload, deletes from the drive - Reacts to log messages I've yet to test it all, will do after done with Dashboard Update: Renaming BackupBeginResult -> DelegatedUploadBeginResult It's renamed on the dashboard, and will be used for 2 flows, so more fitting Update: reimplementing perf snapshot uploading to use delegation Merge: from main Update: review comments - Removed in-memory file caching and simplified code - Added a semaphore to prevent multiple concurrent uploads - Removed a flat delay when detected trigger phrase to upload a snapshot - Removed post-heartbeat attempt to find-and-upload snapshots Update: braking change mitigation - Fallback to old API json format if failing to process with new one. Update: further review feedback - Wrapped body of FindAndUpload in a try-finaly to ensure we always release a semaphore - Merged backwards compatibility support into existing DelegatedUploadBeginResult class Clean: file rename (since it no longer contains old class) Merge pull request #5 from Facepunch/PerfSnapshot Adding support for PerfSnapshot uploads to Dashboard
40 Days Ago
Implemented catapult incendiary ammo model Updated icon and recipes Naming
40 Days Ago
Merge: from main Tests: Booted editor - no errors
40 Days Ago
emit_continuously additions & changes Added fields "emission count scale control point" & "emission count scale control point field" Added "emission_start_time max" to "emit_instantaneously" Enable DMX versions 3, 4 and 5 loading Mostly intended for PCF, saves still as version 2. This should allow Portal 2 and L4D particles to load correctly (excluding missing particle operators/renderers) DMX versions 3,4,5 tools support (datamodel.dll) Allow loading PCF version 2 in tools Particle system changes from CS:GO Many potential crash fixes Added particle operators: C_OP_DecayMaintainCount, C_OP_AlphaDecay, C_OP_FadeInSimple, C_OP_FadeOutSimple, C_OP_RadiusDecay Added particle force generators: C_OP_ParentVortices, C_OP_TimeVaryingForce, C_OP_TurbulenceForce, C_OP_ForceBasedOnDistanceToPlane Added new particle constraint: C_OP_BoxConstraint Added new options to C_OP_WorldTraceConstraint - "minimum speed to kill on collision", "Confirm Collision", as well as apply potential crash/garbage data fixes Particle initializers updates "Particle Increment Amount" for C_INIT_CreateFromParentParticles Various small optimization changes Added new particle operators "Oscillate Scalar Simple", "Oscillate Vector Simple", "Remap Difference of Sequential Particle Vector to Scalar", "Movement Maintain Offset", "Movement Place On Ground" More particle operators Added "Alpha Fade and Decay for Tracers", "Restart Effect after Duration", "Stop Effect after Duration" operators New parameters: "additive" for "Noise Scalar", "Noise Vector" "output field" for C_OP_ColorInterpolate "output is scalar of current value" for C_OP_DistanceToCP "rotation field" for C_OP_OrientTo2dDirection "output is scalar of current value" for C_OP_RemapDotProductToScalar Added even more particle operators from CS:GO "Override Max Velocity from this CP" and "Override CP field" for C_OP_MaxVelocity "use existing particle count" and "control point movement tolerance" for C_OP_MaintainSequentialPath Added operators: "Movement Lag Compensation", "Movement Lock to Saved Position Along Path" Particle initializer additions "Local Offset Min", "Local Offset Max", "Set Normal" for C_INIT_CreateFromPlaneCache "end offset", "bias lifetime by trail length" for C_INIT_MoveBetweenPoints "randomly select sequential CP pairs between start and end points" for C_INIT_CreateAlongPath "reverse warp (0/1)" for C_INIT_PositionWarp More particle system changes from CS:GO Endcap particle stuff. New parameters for all operators: "operator fade oscillate", "operator time offset seed", "operator time offset min"/max, "operator time scale seed", "operator time scale min"/max, "operator time strength random scale max", "operator strength scale seed", "operator strength random scale min"/max, "operator end cap state" Particle intitializer updates from CS:GO "scale cp (distance/speed/local speed)" for C_INIT_CreateWithinSphere "randomly_flip_direction" for C_INIT_RandomRotationSpeed and C_INIT_RandomRotation "shuffle" and "linear" for C_INIT_RandomSequence "use particle count instead of time" for C_INIT_PositionWarp "Use sequential CP pairs between start and end point" and "Save Offset" for C_INIT_CreateSequentialPath "collide with water" for C_INIT_LifespanFromVelocity Internal changes to certain particle initializers from CS:GO Added "Lerp EndCap Scalar" and "Lerp EndCap Vector" Ops New options for rope particle renderer "texture_offset", "scale CP start", "scale texture by CP distance", "scale scroll by CP distance", "scale scroll by CP distance", "scale offset by CP distance" Branch specific compile fixes Build 64bit particle editor
40 Days Ago
client compile fix
40 Days Ago
AssetBrowserLocation tracks location type (code, assets etc) Create asset menu is context-specific to the location type, creates in place and opens rename flyout instead of using system dialog Unify usage of AssetBrowserLocation and its presentation/directory/hiding logic Asset Browser: Improve navigation outside of project tree Path widget only displays what can fit instead of freely growing, hide rest behind flyout
40 Days Ago
Catapult - added reload anim
40 Days Ago
Plushy crafting fix
40 Days Ago
- Redone siegetower constructable with the new model - Setup colliders for each stage - Use constructable stage 1 model as the guide mesh
40 Days Ago
Added small ramp so its easier to get in and out of the tower