244,027 Commits over 3,898 Days - 2.61cph!

15 Minutes Ago
- SyncVar write and send methods - Start of codegen
35 Minutes Ago
Lock native navmesh on creation/dispose Fixed warning when tryin to compact a tile with no walkable triangles
44 Minutes Ago
WIP can use .actions in multicast delegates
49 Minutes Ago
Use BulletGenerator instead of bullet prefab so Wood Man can have a more interesting pattern Enemy ModifyWishVelocity instead of ModifyVelocity 🤦
55 Minutes Ago
Linux: Remove GCC 5 version requirement and set -std=c++20
59 Minutes Ago
Linux: Add original from /engine branch
1 Hour Ago
Linux: make prebuilt binary of vpc executable Linux: Skip nvpatch.exe for all projects when not on Windows Linux: Add Linux platform to build scripts
1 Hour Ago
Enemy now uses IEntityModifier to set velocity
1 Hour Ago
Fix yet another incorrect coordinate space transform Lock navmesh for queries and path finding to avoid race conditions
1 Hour Ago
Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on
1 Hour Ago
Add `give_item` command Fix some more NREs Fix EndFloorTrigger counting players twice sometimes
1 Hour Ago
move ApplyBlend4WayLayer into StandardLayers
1 Hour Ago
Better jump controls Client head IK tweaks
1 Hour Ago
Fix menu missing material
1 Hour Ago
Added ItemEffectType.SpawnPrefab Added ApplyModifierToHeldWeapon component and added Wiggle Bullets item https://files.facepunch.com/CarsonKompon/2024/November/11_10-49-OutlandishFlicker.mp4 Fix enemy bullet damage
2 Hours Ago
add blend layer support to localcoord diffuse shader
2 Hours Ago
Fix org invite style Hide orgs you didn't join yet
2 Hours Ago
Added a buryyable loot container. Use the shovel to bury, and metal detector and shovel to find and dig up again.
2 Hours Ago
- BaseNetworkable & EntityComponent methods - Remove ServerManager receive method for now - Fill out client receive method for sync var - Handle message case in Client.Connection
3 Hours Ago
- Added attribute (toggleable client authority) - Limit SyncVars to a set of 14 specific types - Static helper methods
3 Hours Ago
Horses can jump (wip) Tweaked server colliders
3 Hours Ago
Fix settings apply button not working Fix storage page
3 Hours Ago
- Added packet id - Handle message case in ServerManager - Initial OnSyncVarMessage method
3 Hours Ago
3 Hours Ago
Add IActionGraphDelegate.Path
3 Hours Ago
Increased room/tile size, made minimap and room bound checks account for tilesize
3 Hours Ago
Add setter to IActionGraphDelegate.Defaults
3 Hours Ago
4 Hours Ago
Update SpriteTools Remove manually configured room bounds, automatically serialized with prefab metadata on save
4 Hours Ago
WIP
4 Hours Ago
InteropGen: Add IsError to resources Model.IsError propertly detects when we're error.vmdl Applying clothing correctly detects invalid models Fix jeans using the wrong model location
4 Hours Ago
Added TilesetComponent.GetBounds()
4 Hours Ago
Updated vine tree greybox
4 Hours Ago
Handbrake so we don't slide down slopes Somewhat working gravity
4 Hours Ago
Support for @ key razor attribute, Facepunch/sbox-issues#4103
4 Hours Ago
Features Update M4 recoil pattern
4 Hours Ago
Only run nvpatch on windows for all C# projects that use it
4 Hours Ago
merge from main
4 Hours Ago
Remove RoomResource, automatically serialize all that data to the RoomManager Prefab Metadata
5 Hours Ago
Fix Entity, Projectile, and BulletGenerator NREs
5 Hours Ago
Create .gitignore Fix whitelist being different from the game
5 Hours Ago
Baseline Horse movements using physics like vehicles
5 Hours Ago
Clarify navmesh lock comment
5 Hours Ago
Reduce memory allocations in PhysicsShape::GetTriangulation Runs around 35% faster with the changes in my use case (1100μs avg -> 700μs avg) Merge pull request #1693 from Facepunch/optimize-physshape-triangulation-allocations Reduce memory allocations in PhysicsShape::GetTriangulation
6 Hours Ago
Update: allow specifying the name and how many frames to collect for perf snapshot - We support max 10 frames of recording, so frames input gets clamped - Also left a note for future maintenance Tests: exported multiple snapshots in editor with 1 and 11 frames
6 Hours Ago
Fixed the Main Menu OrganizationModal Add hover/press sounds to packages in games/maps list, prevent x-scrolling. Selected Tags in PackageTagFilters will still show up if their results are 0, so you can remove the tag instead of it being hidden Clothing Update Add PhysicsBody.IsTouching( body ) Rework triggers to check for exit events at the end of physics step, should be more reliable than ref counting touch events Fix touching colliders only being added to triggers Fix PhysicsBody.IsTouching returning too early Latest services api Expose news api in Sandbox.Services.News Add MenuUtility.GetPlayerFeed( take ) Add apis to get notification counts, mark read, get array of latest notifications Add DateTime.Humanize(), TimeSpan.Humanize() Add number.ToMetric() (1100 to 1.1k) Fix clicking packagecard title opening website Fix settingspage button heights Added notifications Fix NRE in trigger rework Add Package.ThumbTall and Package.ThumbWide Fix button href debug Player feed Delete Cardboard Trousers Delete office skirt Delete Cardboard Chest Delete Dry Suit Delete Hivis Jacket Delete LongSleeve Delete smart jacket Delete bucket helmet Delete Chefs Skull Cap Delete Leather Gloves Delete Long White Gloves Delete Army Gloves Delete V Neck Tshirt Delete Buttoned Shirt Delete Chainmail Delete Longsleeve Shirt Delete Priest Shirt Delete Smart Shoes Delete Necklace Delete Stylish Glasses Delete Diving_Rebreather Delete chest armor Delete eye cover AchievementDeck Fix Integer Control Widget when nullable Clothing updates Fix store page not handling more than 2 items Front page Fix menu being fucked for one frame after switching from avatar editor Lets have a name tag Scene tweak Add backlight .clothing File updates Revert trigger changes When applying clothing, try to avoid error models by pre-evaluating the list Add mainmenu default font size so it's not tiny by default Change hub icon Hotload ignore Refit Fixes Facepunch/sbox-issues#6843 Merge branch 'master' into navmesh-tiled
6 Hours Ago
Add TypeLibrary.GetGenericTypes( Type type, Type[] types ) Change ResourceLibrary.GetAll<T> so T can be an interface Fix feature tabs temporarily popping a window up when used in a GameResource Asset Inspector, split references and used by tabs + show count Add ResourceExtension
Today
Cupertino: Add Makefile for VPC so we can actually build it without actually having vpc Rename some IOSALL flags to just PLATFORM_APPLE, we always imply arm64 SDL_config doesnt always imply windows Update gitignore Cupertino: Managed Build Scripts No need for nvpatch for non-windows targets Cupertino: Use Unix trailing paths for codegen, this should be fine on Windows too Backport new tier0 threadtools stuff for process thread creation, fixes things that were missing from our initial code drop Cupertino: update VPC, still needs cleanup, builds all but need to sort linking and .mm files Cupertino: Encapsulate Windows-specific code and error handling Cupertino: Finish setting up makeile for VPC on Mac ARM64 Cupertino: Remove some definitions for OSX64 for OSXARM64 Cupertino: Add prebuilt macOS vpc Cupertino: Fix OSXARM64 conditionals, update VPC binary Cupertino: Add gitignore rules for Xcode crap files and add build native step for POSIX Don't try to to build path from empty dependency string for a VPC Makefile dependency Cupertino: Cleanup source_posix_base, update SDK versions and build settings for macOS, just use latest SDK version, target Sonoma, don't use 10 year old tools for cc chmod +x on vpc_script bash scripts Cupertino: ISO C++20 Fixes Update .gitignore and build scripts, fix permission on antlr, some small code fixes Cupertino: fix copy_postbuild.sh Cupertino: add xcode_codesin.sh and xcode_gen_dsym.sh Cupertino: update osxarm64 vpc binary Add support for OSXARM64 platform for schemacompiler, fix CBaseFileSystem::GetModPath override, zip_utils on posix and vpc doesn't need to link from all these on other platforms Cupertino: libsteam_api platform_compile_base makes weird assumptions for using CLANG or GCC on windows Izabu/Cupertino: Izabu implies SSE SIMD, shim it with sse2neon, fix constructor on IzPulleyJoint Cupertino: Remove bunch of win32 & x86 implications, casting for Clang, -Wno-register, multiplat build retail native Cupertino: Use GameNetworkingSockets outside of windows builds, build EtcLib for arm64 Cupertino: libpnga Cupertino: GameNetworkingSockets and SteamAPI libs on game folder Convert .dlls to platform-specific (linux/mac) equivalents on GlobalParser for nativedlls in interopgen Cupertino: SDL2 dylib
Today
Remove obsolete CNavMesh.Init method Allocate polymesh on stack instead of heap Reduce voxel size to make sure the average door/passage way gets generated correctly. Fixup tests Improved generation config handling Make difference between tile generation and generation queue more clear