255,116 Commits over 3,990 Days - 2.66cph!

11 Days Ago
Linux/Mac: Resourcecompiler is only available on Windows right now, Clang/GCC has different behavior -std=c++20, revisit when back on mac Linux: HarfBuzzSharp and SkiaSharp native binaries [Pick] Linux: Remove references to loading Pango Fix Developer-BuildAll.sh
11 Days Ago
merge from hackweek_automatedtesting
11 Days Ago
Added UNITY_INCLUDE_TESTS to the define symbols so nunit assembly are present in the build
11 Days Ago
hackweek_swarms -> bees
11 Days Ago
Splashable water items actually increase the wetness value of the attacked player
11 Days Ago
Swarm will keep attacking a player until they pour water on themselves via buckets, water guns or the ocean. If so then egress and fade out
11 Days Ago
merge from hackweek_automatedtesting
11 Days Ago
Fixed test runner not loading the test list correctly
11 Days Ago
Fixed gluon stop sound playing 30 times when deploying the weapon
11 Days Ago
merge from draggable_cui -> hackweek_modding_improvements
11 Days Ago
Can define a scope to hide pickup notices (great for when spawning in)
11 Days Ago
Reapply brace in correct place
11 Days Ago
Gluon gun effects work over the network Gluon hose validation (temporary because I just don't want it to spam)
11 Days Ago
Subtract previous fix for BaseEntity.saveload.cs
12 Days Ago
merge from hackweek_automatedtesting
12 Days Ago
Fixed test list export failing on startup
12 Days Ago
torch - initial 3p anims and prefab updates
12 Days Ago
3p rock anims and set up
12 Days Ago
updated 3p ak deploy to remove jitter
12 Days Ago
Fix apple pie tin mat variant. Restore original pie tin material settings.
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Convert the enum to an int since RPCs don't like bytes either
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Manifest
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Rename PositionSendType -> DraggablePositionSendType Add SERVER RPC methods
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Add the test JSON for draggable slots
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Fixed fucked network mode on all pickup worldmodels
12 Days Ago
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12 Days Ago
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12 Days Ago
Setup and assign projectile tin material variants
12 Days Ago
Angry bee swarms will now stay away from fire sources. If a player is holding a torch they will stay nearby to attack once the fire goes off
12 Days Ago
Minor adjustments for accuracy
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Updating chicken rig anims to use new avatar
12 Days Ago
Merge PR for draggable CUI slots
12 Days Ago
Pie third person visual fixes. Refactor visual configs. Food items 3p/vms now setup correctly in both clientinit and ondeploy. Add all pie projectile variations.
12 Days Ago
Submitting new chicken rig
12 Days Ago
Hands scene IK-based hand test - more accurate https://files.facepunch.com/alexguthrie/1b1211b1/sbox-dev_bLi9YIRCtL.mp4
12 Days Ago
Get rid of javascript style braces
12 Days Ago
Rename Slot -> DraggableSlot to avoid naming conflict, fix compile errors / warnings
12 Days Ago
Add JSON API for Draggables & Slots, add parent options to transform Added the JSON API required to setup & update Draggables & Slots. Also added the ability to reparent & order a transform if called via an update call, this is needed to allow reparenting a Draggable fixed GetComponent for slot Draggable Component Slot Component Draggable Test Json Update Init fix Fix Illegal Swapping, Prevent DragRPC Fix a potential illegal swap when a panel inside a restricted slot was swapped with a non-slotted panel. Changed DragRPC to not send when a swap/attach operation fails & the panel will reset to its last position, the change was made because in those situations, a player didnt intend to drag the panel, they intended to attach it. Fix DragRPC on attachment fail fixed attachement fail sending a DragRPC, also properly sets the position of panels that can be dropped anywhere Fix example Add Callbacks (Used by Animation) More Robust LimitToParent Approach the previous approach used offsets, only modifying the position if the new position would be within bounds. this caused awkward behaviour where the dragged object would stop long before its actual bounds. this was also framerate dependant as it would make bigger leaps on lower framerates, making it more likely that the new position would have been out of bounds and increasing the apparent distance from its bounds after actually testing the PR in game i've realized it is safe to just use the absolute position (anchor + offset) and to constrain that to the rect with respect to the padding. Updated Test after rust client testing adding default sprites and changed some images to use Image instead Fix parent issues (caching & anchoring) the draggable now consider's both the parent's position and scale instead of just its scale when determining if its bounds need to be recached - this solves an issue with animated elements having cached old bounds the anchor now also gets parented based on the parentLimitIndex, previously it was parented to the draggable's initial parent which brought with it unwanted behaviour when that parent was moving Merge branch 'Facepunch:master' into DragnDrop Move example to Test folder Merge branch 'Facepunch:master' into DragnDrop Merge branch 'master' into DragnDrop Merge branch 'master' into DragnDrop Merge pull request #55 from Kulltero/DragnDrop Adding Drag & Drop Support via Draggables & Slots
12 Days Ago
Move gameobject creation for empty/new prefabs into the correct scene scope Should avoid the GO being created in the wrong scene. Related: sbox-issues/issues/7602
12 Days Ago
Refactor ServerImage.cs to return sprites directly & use ImageRequest class for pending image requests from the server Update with fixes from Rust repo
12 Days Ago
12 Days Ago
merge from hackweek_automatedtesting
12 Days Ago
More compile fixes Export test list in server directory
12 Days Ago
new about page design some meta too
12 Days Ago
made it juiicier - better controls, hip movement with bouncing, threw some mats on, added some suspension sounds with the bouncing
12 Days Ago
Fix compile error from merge
12 Days Ago
Chicken model and texture updates
12 Days Ago
Merge from main -> hackweek_modding_improvements