250,891 Commits over 3,959 Days - 2.64cph!

3 Months Ago
Merge from main
3 Months Ago
Leaderboard backup, run #14813
3 Months Ago
Fix index out of range in HashSetEx.EnumerateLocked
3 Months Ago
Map Updates
3 Months Ago
Tons of changes to support working outside of editor - code assumed only single instance per server - now store parameters per client in client convars - made client and server versions of each command - client commands send parameters to server version - added filtering for resources + foilage and npcs (default include everything) - fix point entities not being filtered out - split code into CLIENT and SERVER regions
3 Months Ago
Merge from halloween24
3 Months Ago
Split scarecrow and murderers into different prefabs to properly support the death screen and head bag systems Updated Scarecrow.Population and the halloween tunnel prefabs to add in the new prefab (weighted 75/25 scarecrow/murderer to match the previous behaviour)
3 Months Ago
Cleanup Rename copy -> copybox so it doesn't overlap with client copy Rename load -> loadpaste to not overlap with other load commands
3 Months Ago
Setup reinforced wooden shield prefab
3 Months Ago
Add melee attack state on 3rd person animator Added admire to viewmodel animator Added override controllers for each shield viewmodel
3 Months Ago
Hook up deploy on 3rd person shield layer
3 Months Ago
Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection
3 Months Ago
MoveMode controls adding velocity to controller
3 Months Ago
Climb/Swim to MoveModes
3 Months Ago
Clean up step, fixed bugs
3 Months Ago
Fix becoming ungrounded when standing close to a slanted surface Fix ungrounding when ducking under something
3 Months Ago
Leaderboard backup, run #14789
3 Months Ago
Update Conveyor component to set collider surface velocity, this component doesn't really need to exist anymore though
3 Months Ago
Factor in surface velocity when solving linear friction constraint Add PhysicsShape.SurfaceVelocity Add Collider.SurfaceVelocity - Sets the local velocity of the surface so things can slide along it, like a conveyor belt https://files.facepunch.com/layla/1b1911b1/sbox-dev_0LL7vekKM3.mp4
3 Months Ago
▋▆█▅█▅
3 Months Ago
Tags applied to items prefabs
3 Months Ago
Switch default era from None -> Unknown and add new "Any" era so we know what items are explicitly allowed in any era vs unassigned Add tags for era to item assets
3 Months Ago
Every item reserialized after adding era field & updating asset tags
3 Months Ago
Client compile fix
3 Months Ago
Improve item asset tags - `workbench0` - `workbench3` depending on crafting requirement - `craftable` for items that are craftable - {Category}Item for item category (WeaponItem, FunItem, etc) - `ItemDLC` for items that are dlc - `ItemRedirect` for items that are redirects of other items
3 Months Ago
Add era field for items (none, primitive, medieval, frontier & modern) - items default to "no era" - items in none will show up in all eras - items in lower eras will show up in higher eras - no eras assigned to items yet
3 Months Ago
WIP support for storing which NPC clothing loadout was active on a corpse, to support more accurate head bags and death screens when killing NPC's that change appearance via loadout (notably arctic scientists and scarecrows/murderers)
3 Months Ago
Conveyor shouldn't use static collider
3 Months Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc Normalize map path name Can tie map meshes to GameObjects, these get built into models and any components on the GameObject with a Model property get populated by it Trim world builder Implement CMapGameObject::Copy Sync native transforms to managed Scene changes (new component, prop edits, etc.) mark Hammer map as having unsaved changes (otherwise it refuses to save) Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene
3 Months Ago
Reference formatting tweaks https://files.facepunch.com/ziks/2024-10-19/sbox-dev_UakhR0G0Jj.png
3 Months Ago
Enable CollisionUpdateEventsEnabled on PhysicalCharacterController Body Cleanup DebugDrawSystem Add ballpit
3 Months Ago
RigidBody.CollisionUpdateEventsEnabled is disabled by default
3 Months Ago
PhysicalCharacterController : Auto create all components, auto hide them Tweak pressure/gib calcs Conveyor hack
3 Months Ago
Apply EnableTouchPersists on collider shape create Tweak MassOverride to not call MakeDirty
3 Months Ago
Leaderboard backup, run #14765
3 Months Ago
Some nicer description formatting for tooltips Show return value descriptions in action graphs Fixes Facepunch/sbox-issues#6636 Expose Sandbox.Achievement to TypeLibrary / ActionGraph Fixes Facepunch/sbox-issues#6637
3 Months Ago
Forward display info for return parameters
3 Months Ago
3 Months Ago
Remove QTE specific gameplay code. Rename functions.
3 Months Ago
Rename and refactor QTEEntity/SnakeQTEntity to WildlifeHazard/SnakeHazard. Rename entity prefabs. Manifest. Codegen.
3 Months Ago
Delete QTE folders and restructure.
3 Months Ago
Delete QTE related UI prefabs and code. Delete QTE related gesture setup.
3 Months Ago
Prevent crashes to do with removal of world entity (another method)
3 Months Ago
Merge from snakes
3 Months Ago
merge from Halloween24/ghost_sheet_fixes - fixed sheet exploding when mounting - other small config changes to help collision and mounting movement
3 Months Ago
adjusted some bc config values for max origin delta and collision cast directions
3 Months Ago
Iterate over Server Browser Last Played marker Also localize the string Disable 24BPP optimization for .png/jpeg loader This may or may not be causing issues for random players sometimes maybe?!?!?! when joining servers Delete -vpfix from studiomdl.exe Has unwanted sideeffects StudioMDL: Fix models with more than 65k vertices breaking up Merged some changes from CS:GO's studiomdl Add support for BONE_HAS_SAVEFRAME_ROT32 Fixed animations from newer mdl versions not playing in GMod Move default console position to the left a bit So it does not obstruct certain UI elements by default Fix "nav_blocked" event not being registered
3 Months Ago
setting length multiplier on ghost sheet BC controllers 1 across all states (stops exploding when mounting)
3 Months Ago
Dynamic and managed scene objects draw bounds properly Fixed TextBlock adding margins when it didn't need to TextRenderer GameObject gets bounds (so draws in the correct order)
3 Months Ago
Add multibounce ambient occlusion (but keep it disabled for now) https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness