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14,461 Commits over 1,614 Days - 0.37cph!

5 Months Ago
prop_physics from maps are fully networked We don't need to load the scene on the joining client Add Application.ClearGame Add Application.MapPackage Refactoring Refactor Add SceneNode to more easily check if we're the owner of a GameObject Add achievement/stats apis for maps Fix NRE in ToClipboardString Expose more stats/achievements stuff to ag
5 Months Ago
Tweak graph saving logic, warn if no editor session found
5 Months Ago
Expose GameObject.PlaySound, StopAllSounds to ActionGraph
5 Months Ago
Human: lots of updates, see commit comment • 2 walk animations & default idle poses • Same prefab changes as Citizen • Now accounting for limbs being slightly twisted in bindPose unlike Citizen — this 'unbiases' the constraints so there's practically no change in the resting pose • Added constraints that slightly pivot leg_upper_X_twist1 upwards as the leg bends; this makes the lower part of thighs 'bulge up' a bit, which complements the "poor man's RBF" kneecap constraints, and improves the look at extreme bend angles (crouching, etc.)
5 Months Ago
Delete old human male.vmdl
5 Months Ago
Citizen: renamed movement process prefabs for consistency, merged neck_clothing into animconstraintlist
5 Months Ago
Remove ShowPredictionErrors and EntityIO from debug menu, these aren't used anymore. Add ShowPhysicsDebug there instead so it can be toggled in scene view, not suitable to put it in viewport settings
5 Months Ago
Skip empty files in upload wizard, resolves Facepunch/sbox-issues#6167
5 Months Ago
Fix infinite loop crash
5 Months Ago
Add SoundHandle.FollowParent, LocalTransform, ClearParent Add SoundHandle.SetParent( GameObject ) Add GameObject.PlaySound, GameObject.StopAllSounds Don't need to run sound Occlusion tests every frame
5 Months Ago
Fix infinite loop in OnDirty, set dirty to false last
5 Months Ago
Add LocalTransform accessors Switch everything to use LocalTransform, LocalPosition, LocalRotation, LocalScale
5 Months Ago
UI shaders accept D_NO_ZTEST Refresh editor handles on hotload Gizmo.Draw.WorldText obeys IgnoreDepth [EditorHandle] can be a material icon or emoji https://files.facepunch.com/80a96818-668f-4562-9ef6-3311aaa49ba7.png
5 Months Ago
Add Tags to DamageInfo Add Component.IPressable
5 Months Ago
Add GetComponent , AdComponent etc
5 Months Ago
Fix OrganizationModal NRE Fixed Friends List Modal CSS. Resolves Facepunch/sbox-issues#6525
5 Months Ago
Fixed Facepunch/sbox-issues#6518
5 Months Ago
Fixed Facepunch/sbox-issues#6517
5 Months Ago
Fix connection preview vanishing when dragging to a new node
5 Months Ago
Update PackageDto.cs CreateLobby will refuse to create a lobby if we already have a network system Add ISceneStartup event (https://docs.facepunch.com/s/sbox-dev/doc/iscenestartup-UaHEQHresW)
5 Months Ago
Add command line switch for opening a game on startup (currently opens the game modal)
5 Months Ago
Fix Facepunch/sbox-issues#6514
5 Months Ago
Login Information
5 Months Ago
Fix OnValidate not being called on property change in editor
5 Months Ago
Razor @namespace doesn't want a trailing semicolon
5 Months Ago
When selecting a map auto select the ParentPackage game, if set. Default to Walker if not. Remove old "launcher", add map select to gamemodal Make package selector acceptable
5 Months Ago
Fix ComponentSheet filtering out methods
5 Months Ago
Mark unsaved changes for all scene edits again Add File > Close Project shortcut to quit and return to launcher
5 Months Ago
Put expression node plugs in header if only one input / output https://files.facepunch.com/ziks/2024-09-26/sbox-dev_lYhXT4ah9M.png
5 Months Ago
Prioritize FbxNode name over FbxMesh name for modeldoc mesh names - If you needed it to be the other way, blame the guy that wants it this way
5 Months Ago
Get rid of log Node plug labels match header text colour https://files.facepunch.com/ziks/2024-09-26/sbox-dev_EFyQuHEEXj.png
5 Months Ago
Don't need to bother getting parameterless function if we're not going to use it
5 Months Ago
Tweak graph editor grid size https://files.facepunch.com/ziks/2024-09-26/sbox-dev_OTHe5wmoKA.mp4
5 Months Ago
Allow [Change] attribute to have parameterless callback, parameter version takes priority
5 Months Ago
Let's not have 2 KeyBind razor components, use same styling as settings for BindModal, fixes not being able to bind properly Fixes Facepunch/sbox-issues#6421
5 Months Ago
Only show collider Trigger actions if enabled Add ActionsComponent to replace Component.OnComponentUpdate etc Hide Component Actions in inspector (right click header to get them back), show Actions with other properties
5 Months Ago
Add ISceneEditorSession.AddUndo
5 Months Ago
Component.Serialize ignores ComponentFlags.NotSaved when cloning Undo system serializes game objects with cloning enabled
5 Months Ago
Use PackageManager to LoadAllGameResource from active packages instead of explicitly calling it everytime we need to after Package.MountAsync() Fixes Facepunch/sbox-issues#6206
5 Months Ago
Include root namespace when creating new razor component
5 Months Ago
Fix error in OnChangePropertySet if the new value is null
5 Months Ago
Change most Menus to use ContextMenu so they get deleted when closed, instead of hanging around invisibly forever
5 Months Ago
Don't save game sessions when editing action graphs EditorScene.OpenScene: don't use game sessions Update Facepunch.ActionGraphs
5 Months Ago
Fix Menu.AboutToShow not getting called unless opening as a modal
5 Months Ago
Tweak node/actiongraph design
5 Months Ago
RenderTarget.From throws an exception if the passed textures were not created as render targets. This then fixes crashes when you're trying to use these invalid RenderTargets. Fixes Facepunch/sbox-issues#6463
5 Months Ago
Avoid cyclic library references when publishing libraries Fixes Facepunch/sbox-issues#6414 Fixes Facepunch/sbox-issues#6410
5 Months Ago
Can drag drop cloud prefabs into the scene
5 Months Ago
MeshComponent updates meshsystem & sceneobject flags when setting a new model, this is usually automatic but it's a semi-procedural workflow
5 Months Ago
Wrap CallbackBatch exceptions so we know where they're being called from