243,140 Commits over 3,898 Days - 2.60cph!

11 Days Ago
Don't allow halloween/xmas dungeons to spawn on the tutorial island
11 Days Ago
Fixed shields not getting properly initialised when using spawn.shielddummy command Added a damage mitigation factor to all shields, shields will absorb this percentage of damage and then pass the rest of the damage onto the player. This is applied after the Protection properties are applied, so we can still vary how different shield materials affect damage
11 Days Ago
Added IReceivePlayerTickListener. Forward received player ticks to any listeners. WildLifeHazards can define the button press for avoiding the hazard. WildiLifeHazards receive the player tick and check for valid input. Can now succesfully avoid hazards.
11 Days Ago
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▇▌▊▇ █▊▊ ▍▉▊▌▆ ▆▄▍▋▍▍▆▊ ▄▍ ▆▇▍ ▄▋▆█▉▅▉ █▄ ▊▆▅▄▅▊ ▇▍▋ ▋█▅█▍ ▍▌▄██ ▇▊, ▇▊▇█ █ ▍█▉▄█▇▌▅ █▋▊▌ ▋▊▇▅▆://▉▍▋▉▋.▆▉▉▋▄▄▇▆▉.▌▊▊/▋▍▇▋▆/▄▇▆▉▆▆▅▊/▌▄▉▅-▄▇▋_▌▅▅▄█▊▆▋▋▅.▅▋▆ ▄▍█ ▋▉▆▌▇ ▆▅▄ ▆▇ ▅▅▄▌▅ ██ ▌▌▉▌▇▆▊▋▊.▉▇▄▉▌▉▍▊▋▊▌█▇▉▍ ▄▋▅▉▅ ▋▌▄▊▇▇ '▆▇▊█▇▊' ▄▋▋▋ ▄▋█▊▆-█▅▉▊▍█▆-▉
11 Days Ago
WildlifeHazard can now play a sound on trigger. Hook up placeholder hissing sound for Snake wildlife hazard.
11 Days Ago
Added SavingReactionTime to WildlifeHazard entities, along with a ReactionTimeMultiplayer server convar. Hazard effects are now triggered using this delay.
11 Days Ago
Merge from main
11 Days Ago
Leaderboard backup, run #14813
12 Days Ago
Fix index out of range in HashSetEx.EnumerateLocked
12 Days Ago
Map Updates
12 Days 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
12 Days Ago
Merge from halloween24
12 Days 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)
12 Days Ago
Cleanup Rename copy -> copybox so it doesn't overlap with client copy Rename load -> loadpaste to not overlap with other load commands
12 Days Ago
Setup reinforced wooden shield prefab
12 Days Ago
Add melee attack state on 3rd person animator Added admire to viewmodel animator Added override controllers for each shield viewmodel
12 Days Ago
Hook up deploy on 3rd person shield layer
12 Days Ago
Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection
12 Days Ago
MoveMode controls adding velocity to controller
12 Days Ago
Climb/Swim to MoveModes
12 Days Ago
Clean up step, fixed bugs
12 Days Ago
Fix becoming ungrounded when standing close to a slanted surface Fix ungrounding when ducking under something
12 Days Ago
Leaderboard backup, run #14789
13 Days Ago
Update Conveyor component to set collider surface velocity, this component doesn't really need to exist anymore though
13 Days 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
13 Days Ago
▋▆█▅█▅
13 Days Ago
Tags applied to items prefabs
13 Days 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
13 Days Ago
Every item reserialized after adding era field & updating asset tags
13 Days Ago
Client compile fix
13 Days 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
13 Days 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
13 Days 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)
13 Days Ago
Conveyor shouldn't use static collider
13 Days 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
13 Days Ago
Reference formatting tweaks https://files.facepunch.com/ziks/2024-10-19/sbox-dev_UakhR0G0Jj.png
13 Days Ago
Enable CollisionUpdateEventsEnabled on PhysicalCharacterController Body Cleanup DebugDrawSystem Add ballpit
13 Days Ago
RigidBody.CollisionUpdateEventsEnabled is disabled by default
13 Days Ago
PhysicalCharacterController : Auto create all components, auto hide them Tweak pressure/gib calcs Conveyor hack
13 Days Ago
Apply EnableTouchPersists on collider shape create Tweak MassOverride to not call MakeDirty
13 Days Ago
Leaderboard backup, run #14765
14 Days 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
14 Days Ago
14 Days Ago
Forward display info for return parameters
14 Days Ago
Remove QTE specific gameplay code. Rename functions.
14 Days Ago
Rename and refactor QTEEntity/SnakeQTEntity to WildlifeHazard/SnakeHazard. Rename entity prefabs. Manifest. Codegen.
14 Days Ago
Delete QTE folders and restructure.
14 Days Ago
Delete QTE related UI prefabs and code. Delete QTE related gesture setup.
14 Days Ago
Prevent crashes to do with removal of world entity (another method)
14 Days Ago
Merge from snakes