254,393 Commits over 3,990 Days - 2.66cph!
Capture SceneEditorSession in SceneUndoSnapshot
Avoid relying on static SceneEditorSession.Active having the correct value
Add missing Scene.Push() in GameObjectInspector
Fixes Facepunch/sbox-issues#7517
Fix package video menu not showing
Fix collections menu opening wrong
Search basics
merge from ballista_reload_fix
Attack (placeholder) sound and events.
merge from store_medieval_pack
Improve fluidity of tiger combos, remove weird pause before running away
merge from vending_stats_protection
merge from batteringram_fuel_protection
merge from vending_stats_fix_3
merge from horse_gravity_fix
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Datacore: Apply the same to long jump module
Make tiger flee after attacking if the player managed to injure it during its charge
Document that we're pushing the scene in ISceneUndoScope.Push
Trying out some UI to show event has triggered and reaction time.
Warning hissing.
Increase turn speed.
Datacore: Update ammo pickups network mode
Push scene scope when pushing undo scope
Fixes Facepunch/sbox-issues#7517
Fixed long jump module not working
Stop gauss sounds if the weapon gets destroyed for whatever reason
Removed some code from the hornet gun
Fix right navbar overflowing Steam login and general bad alignment whilst logged in
Add get it now button to front page
Put unlock page in a container
Removing unnecessary memory allocations from the EnvironmentVolumeStencilPass class
Added Object property to WrappedMethod<T> (Fixes Facepunch/sbox-issues#7497)
Fixed Show Interpolation Debug not being able to be toggled in the UI. If a ConVar value is a boolean, use its integer form. Fixes Facepunch/sbox-issues#7503
ActionGraph: add warning frame for graphs that can't be saved
Fix case where empty editor scene is opened
Fixes Facepunch/sbox-issues#7026
Added Show Hitbox Debug option in Debugging Menu in the editor. debug_hitbox ConVar. Can debug hitboxes in the editor or in-game similar to Show Interpolation Debug. Fixes Facepunch/sbox-issues#7505
Update mouse capture position if we get new absolute pos while locked (eg when unfocused, tabbed)
Keeps cursor position predictable/reliable, stops occasional out of date position being restored and yeeting my mouse across the screen
Only SetCursorPosition while engine window's got mouse focus, prevents unwanted movement in editor
Add bitmap loader for IES files, treat them as images
Do InputRouter::OnWindowActive based on engine window (not app) focus, fixes click-to-focus going thru as an input and shooting or whatever
IES should be using RgbaF16 to avoid banding
Default WindowedLocalInstances preference to true
Remove logic to migrate from old project cookie, editor layout locations
Fix default layout raising cloud browser, do asset browser instead
Invert Ladder climbing controls when looking down (just like half-life)
Fixed previous Show Hitbox Debug displaying BBox hitboxes in the wrong place
Standalone: projects that only have the VR control mode enabled should automatically launch in VR, otherwise default to using the `-vr` launch param
Moved DirectoryMetadata from Project Cookies to Project Config folder. Metadata is only saved when changes are made instead of saving a bunch of default values that are identical.
If folder metadata isn't found, check ProjectCookie for legacy data
Make ResourceLibrary work for all Resources - meaning we can network resource references
Revert sbox/commit/11b227aac0ff5e756beae0ced2410445b1270c70, it's causing hammer objects to duplicate for remote clients over the network
Gpu decals point towards forward and not left 🤦
Fix Gpu Decals normals not transforming to world space
New decal component - https://sbox.game/dev/doc/reference/components/decals/
Add missing shader include
Build shaders
Decal: Update transform when dirty too Fixes Facepunch/sbox-issues#7518
Add thumb to published workshop clothing
Fixed issue with calling RPCs from within RPCs when using HostOnly / permissions and Caller not being set correctly. Fixes Facepunch/sbox-issues#7452
Make use of the return type of Scene.Load and return false if SceneLoadOptions has no valid scene set
Calling Network.AssignOwnership with a null connection will pass empty guid instead of throwing NRE
Standalone: Separate operations up into build steps & sort
Standalone: ignore dxcompiler
Shader Graph Functions (Sub-Graphs) (#1806)
- Adds a new Asset type with `.shdrfunc` extension.
- Shader Functions do not have the "Material" node as their final output node. Instead they have a "Result" node which has a variable amount of inputs defined by the user
- You can change the preview type of a Function Output so the value can be previewed while working on it
- Dragging a `.shdrfunc` file into a Shader Graph (or a subgraph) will create the subgraph node
- When "Add To Node Library" is set to `true` on a Shader Function it will be added to the Right Click -> Create menu
- Double Clicking on a Shader Function Node will open the Shader Function
- GraphCompiler now keeps track of the current Subgraph stack when compiling the preview and the output code, fully supports subgraphs within subgraphs.
- Constant nodes now have a "Preview" input when you're in a Shader Function
- Can Right Click -> Create Custom Node with a bunch of nodes already selected to instantly create a Shader Function. Will automatically create all the input parameters and result outputs.
- Texture Parameters/Attributes are fed the whole way up from each nested subgraph since you cannot define a default texture in the `.shader` file.
- Subgraph Nodes are now colour-coded Green and Result nodes are now colour-coded Blue
https://files.facepunch.com/CarsonKompon/2025/January/28_18-05-OddAsiantrumpetfish.mp4
Require DropOwnership() to clear owner instead, document exception
Remove Parameter.GetDefaultValue() and grab the current value as the default value
Fix Default Color Editor in Subgraph Node Properties
Subgraph Node ColorEditors are now bound to the defaults properly
Add [SkipHotload] to RcSortedQueue comparator
Simple AssetPicker displays Cloud Assets in a separate tab by default (with the option to combine them like it used to be). Show Cloud Assets is set to true by default so you can set Cloud Assets for anything called from native (like material/modeldoc)
https://files.facepunch.com/CarsonKompon/2025/February/05_16-10-CoarseTasmaniandevil.mp4
We aren't using m_pTransformBufferPrevData and probably won't need to with compute transforms, also remove m_hTransformTexture which has been deprecated for years
Allow texture asset type to be dragged into texture image control
Default texture generator to empty image file for null texture properties instead of showing vtex resource control
Add "list_sound_handles" console command
To help investigate Facepunch/sbox-issues#7450
Warn if the mixing thread is choking
https://files.facepunch.com/ziks/2025-02-06/sbox-dev_0l4IVOqJgB.mp4
Facepunch/sbox-issues#7450
Example networking test for asserting certain message types
Some safety around ResourceLibrary.Unregister
Resources get unregistered in their finalizer, so this race condition could have happened:
1. Resources are loaded
2. Resource library gets cleared
3. Resources are loaded again
4. Old resources get GC'd, remove new resources from ResourceIndex
Fix warning when using AssetSystem.CreateResource
Remove TypeKey from EditorShortcuts and use Type instead of string as key.
EditorShortcuts will now resolve shortcuts in parent classes. Resolves Facepunch/sbox-issues#7531
Remove some logs
Standalone: we might need this DLL actually 🙈
Dispose SoundStream in VoiceComponent when finished. Facepunch/sbox-issues#7450
First person: move FireModeSelectAnim weightlists into prefabs
Decals gradient uv scales off the proper axis (stops mipmapping way too soon)
Delete unused (or should be unused) shaders
* ui
* ui_texture_on_model
* visualize_cloth
* visualize_nav
* visualize_physics
* blur
* unlit (ui shader)
Deleted unused non-compute gaussian blur shader
Delete pre SM4/DX10 compatability code
Don't try to disable these shader warnings
Revert commit a6f4d1d0dcdda5da45be89b9ece67c21f18e9901 for now since that wasn't the correct solution
Another potential VoiceComponent fix for Facepunch/sbox-issues#7450
Unused materials using those unused shaders
ActionGraph: don't try to set { init; } properties
Fixes Facepunch/sbox-issues#7533
ActionGraph: fixed not being able to save expression delegates
Merge branch 'master' into spline-class
merge from clothing_items_dissapearing_fix
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Audio.
Alert tick interval.
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merge from ix_quick_craft_5x
merge from primitive_gamemode_changelog
merge from primitive (only change is Reapplied
112676 - Don't allow deployed firebomb to be deployed in water because science (stomped in 112706))
merge from explosive_pickup
merge from catapult_ammo_ui_fix
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merge from mini_crossbow_postnetworkupdate_nre
merge from fleck_memory_fixes
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prevent long jump input making bots jump too
rename tripwire ammo display name to tripmine
coffins can have LongJumpModule
pickup notice for long jump module
fix missing long jump sound
Added server.clear_bushes_radius, works the same as clear_trees_radius but for bush entities
Added debug.dofExposerForceDisable
Leaderboard backup, run #
17429
Fix demo button appearing if player has no demo folder
Less horizontal frustum shift on the torch holder fire vertical billboard.
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