250,286 Commits over 3,959 Days - 2.63cph!
- SyncVar write and send methods
- Start of codegen
Lock native navmesh on creation/dispose
Fixed warning when tryin to compact a tile with no walkable triangles
WIP can use .actions in multicast delegates
Fixed .gma whitelist being different between game/gmad
Update net.lua - comment typo
Add all missing Portal 2 map icons
Use BulletGenerator instead of bullet prefab so Wood Man can have a more interesting pattern
Enemy ModifyWishVelocity instead of ModifyVelocity 🤦
Linux: Remove GCC 5 version requirement and set -std=c++20
Linux: Add original from /engine branch
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
Enemy now uses IEntityModifier to set velocity
Fix yet another incorrect coordinate space transform
Lock navmesh for queries and path finding to avoid race conditions
Humans: re-enabled automatic citizen-to-human animation hack for now while proper animations are being worked on
Add `give_item` command
Fix some more NREs
Fix EndFloorTrigger counting players twice sometimes
move ApplyBlend4WayLayer into StandardLayers
Better jump controls
Client head IK tweaks
Fix menu missing material
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
add blend layer support to localcoord diffuse shader
Fix org invite style
Hide orgs you didn't join yet
Added a buryyable loot container.
Use the shovel to bury, and metal detector and shovel to find and dig up again.
- BaseNetworkable & EntityComponent methods
- Remove ServerManager receive method for now
- Fill out client receive method for sync var
- Handle message case in Client.Connection
- Added attribute (toggleable client authority)
- Limit SyncVars to a set of 14 specific types
- Static helper methods
Horses can jump (wip)
Tweaked server colliders
Fix settings apply button not working
Fix storage page
- Added packet id
- Handle message case in ServerManager
- Initial OnSyncVarMessage method
Add IActionGraphDelegate.Path
Increased room/tile size, made minimap and room bound checks account for tilesize
Add setter to IActionGraphDelegate.Defaults
Update SpriteTools
Remove manually configured room bounds, automatically serialized with prefab metadata on save
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
Added TilesetComponent.GetBounds()
Updated vine tree greybox
Handbrake so we don't slide down slopes
Somewhat working gravity
Support for @ key razor attribute, Facepunch/sbox-issues#4103
Features
Update M4 recoil pattern
Only run nvpatch on windows for all C# projects that use it
Remove RoomResource, automatically serialize all that data to the RoomManager Prefab Metadata
Fix Entity, Projectile, and BulletGenerator NREs
Create .gitignore
Fix whitelist being different from the game
Baseline
Horse movements using physics like vehicles
Clarify navmesh lock comment
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
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
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
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