14,105 Commits over 1,583 Days - 0.37cph!
Oops, Refresh was renamed RefreshData sometime today
Request lobby data of advertised lobbies in chat so they stop appearing untilted
Don't mount local map projects when running the packaged version
Events Widget displays all events, can click through them https://files.facepunch.com/devultj/1b3011b1/sbox_hkJZYAZrYP.mp4
Citizen/animgraph: some readability clean-up (node names, comments...)
Fixed particles not going to sleep properly
Now happens after the 10 second delay of not rendering like expected
Setting a control point on a particle system wakes it up
Fixes rain particles not returning after staying outside a precipitation volume for 10+ seconds.
Do not error when precipitation volume entity is given empty particle paths
Stop looping sounds on destruction of the sound entities
snd_event_alignedbox and snd_event_point specifically
Remove OpenGL only IVfx::GetDriverInfo()
Remove few remaining referenecs to vfx_dx9 and vfx_gl
Remove GLSL and HLSL3 from the HLSL annotation parser
Delete vfx_gl vfx_dx9 files
Don't need per vfx generated antlr code or intermediate dirs
vfx cleanup, get rid of vmpi from vfxc and other shit
Restore coreclr AMSI patch with new hostfxr init
Social: Fixed newest chat overlay message showing the wrong message, or no data at all
When joining from a gamelobby invite, navigate to /lobby/front
Fixed incorrect arguments for gamelobby.invite
Prioritize game lobby invitation if it exists, listen to gamelobby.invite event and show menu overlay
Fix party lobby invites failing because lobby metadata doesn't initially exist for private lobbies. Fetch, add to queue and process invite on SteamMatchmaking_OnLobbyDataChanged
Use nethost to locate the dotnet installation
Upload symbols last
Add install script
Make error nicer
Fetch news dynamically on the main menu
Initialize using hostfxr, Interop is c# dominant
Fix read past stream error when using [ClientInput] on properties with unsupported types and instead log a warning
Use DateTimeOffset instead of DateTime, fixed NiceTime returning the wrong plurals
Menu: Scheduled Events (#750)
- Added events widget to main menu based on data from https://asset.party
Get rid of "generic" tag from DamageInfo.Generic - it's not really needed and didn't match its summary
Add Saved Game styling for new lobby
Merge branch 'master' of github.com:Facepunch/sbox
Add cache for lobby member counts - should stop it taking up a bunch of frame time
Render Tags (#758)
* Initial commit / backup
* Copy entity tags to scene object on initial/change, and ensure light entity's sceneobject is actually the right one
* remove unused HasTag overload
* Support "world" tag to render only or exclude static objects and hammer geometry
* Typo
* Include/exclude sunlight and other lights according to set tags
* Copy tags to sceneobject on create, and update when tags added/removed from entity. support lights
* Let's respect the camera's exclude / render tags in HighlightRenderer
* Add tag checks in DrawSceneObject too
* Remove unused GetTags overload
* Remove unused
* ITagSet, SimpleTagSet. Have camera use SimpleTagSet, have sceneobjects use SceneObjectTags
* GetAll ->TryGetAll. Use HasExclude/HasRenderTag when adding tag
* Only ITagSet is a public interface, hide everything else away
* Fix sillyness
* Tags property
Manually update presence when we get ServerInformation, fixes rich presence not being updated when joining existing servers
Support Rich Presence for active gameserver
Citizen/animgraph: added an additive pelvis component to locomotion leaning
Added tooltips to current game / map / addon rows, changed map row icon
Changed lobby frontpage style a bit, added with-hover so we get visual feedback on textentries
Minor changes to CurrentGame component, clicking current game / map will open package modal
Added disabled attribute to TextEntry
concrete bollard
more grime and small shadow gap at base
hydrant marker
-increased saturation of yellow
Merge branch 'master' of sbox
Stop watching assemblies swapped with null
More compiler name consistency fixes
Skip assemblies that depend on a swapped assembly
Warn when two versions of the same named assembly are watched
Log all hotload messages if hotload_log >= 2
Include build number in runtime compiled assemblies
To help with debugging
Made Hotload.WatchedAssemblies / Hotload.WatchedInstances private
Clear invalidated cached fields in DefaultUpgrader on hotload start
Hotload logging tweaks, package assembly names include version
Simplify auto-watching logic when replacing assemblies
Fixed failing hotload test, better swapped asm reference check
Unwatch assemblies swapped with null
Added hotload tests for auto-watching assemblies
Citizen/animgraph: added a lean component based on your input movement (wish_* parameters) to standing locomotion, improving 3rd person game feel a little bit
Add Language.GetPhrase( textToken, data )
Use GlobalLobby to get a roundabout player count, display it in main menu
Reduced border size on party deck
hydrant marker
updated sign texture
hydrant marker
- texture bug fix
metal wheely bin
wip
concrete bollard - meta
Merge branch 'master' of sbox
Fix VR startup crash on AMD
Make lobby rich presence better favouring game lobbies over parties
ui early cull with global matrix, not local matrix and make sure matrices are resolved before culling occurs
PanelRenderer transformed panels with clipping set their software scissor to AABB, whilst keeping the shader scissor untransformed until render
Scope the clipping code to keep better track of the scissor and gpu scissor, fixes issues with nested transformed clips which were more common then I thought
CItizen/animgraph: converted the "melee_punch" branch to the newer compositing. (See commit description)
This fixes the biggest long-standing problem of this holdtype branch: the upper body going completely sideways when looking up and down WHILE moving. However, the way the pre-composite group is laid out and computes its 3 outputs has a couple of core assumptions that are broken by this: 1) the melee_punch idle is animated, instead of being a static pose, and 2) attacks should probably (?) be in the pre-composite. These 2 things don't mesh well with the established order. So there are a couple "bugs": attacks go 45° sideways while ducked, and the composite is a little off in some scenarios... but overall it's still a significant improvement for the time being.
FGDCurve doesn't error when given empty input string
Output voip on voice layer, add voip_volume convar
Fixed Wall_cinderblock_blend not having the blend set
Predict sound hash instead of guid for some sound functions, prediction probably hasn't been working on them
Remove hack that strips empty string key values on map compile
Allows existing key values to be set to empty, such as func_precipitation particle effects
Removed unused functions - ConvertOldKeyValuesToNew & UTIL_LoadAndSpawnEntitiesFromScript
Remove voice ban (?) and team behavior from particle message
Fix cloud assets not loading for local maps in local projects
For map projects that are outside of the game directory and are loaded without using their ident
Strip obvious unused protobufs, dota demo protobufs and tempents
Client Input Components (#747)
* Initial commit
* Documentation for ClientInput hints that it can also be used on ClientInputComponent
* Allow any component, remove ClientInputComponent
* Copy component values best we can in MimicBot
CheckOverlap should support prim vs mesh and mesh vs prim (just not mesh vs mesh)
Rubikon: Add support for meshes in CheckOverlap
Detect cyclic dependencies faster
Citizen/animgraph: some cleanup in Section 05