239,707 Commits over 3,837 Days - 2.60cph!

6 Months Ago
Fixed "cc_lang: invalid language" with empty cc_lang Bumped MAX_MAP_OVERLAYS to 8k from 1k Increased MAX_MAP_TEXINFO & MAX_MAP_TEXDATA MAX_MAP_TEXDATA 2048 -> 8192 MAX_MAP_TEXINFO 12288 ->16384 Fixed "Tried to Read into NULL memory!" when mounting L4D2 Actually just don't bother trying to read 0 bytes from a file Fixed a crash with NWVars "Remember my choice for this server" is actually remembered for NO For the session only Error checking in spawnicon context menu When spawnicons are removed while the player has the context menu open Undone some recent changes to queued loader Will probably have to completely stop relying on this system. Do not use dynamic model indices for clientside only entities This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it. This commit fixes needing to precache models serverside for physics.
6 Months Ago
Prevent cargo from trying to leave the map mid dock. Now waits until docking has finished before leaving.
6 Months Ago
Do not use dynamic model indices for clientside only entities This system invokes the queued loader which is broken on x86-64 and tries to async load already loaded models on main, so screw it. This commit fixes needing to precache models serverside for physics.
6 Months Ago
Add node ui style, inspector, can create existing StateMachine.State types (https://files.facepunch.com/tony/1b2111b1/sbox-dev_MptZKRQPCW.mp4)
6 Months Ago
Fixed bug causing cargo to freeze when swapping between standard points and approach points. Bowpoint used for steering throughout
6 Months Ago
player update. setting up p17 weapon
6 Months Ago
player update. metal detector entity item held position edited and override controller updated with latest idle pose
6 Months Ago
Disabled snapping when in a building blocked zone
6 Months Ago
door latches
6 Months Ago
Don't check require component while deserializing, wait until post deserialize
6 Months Ago
Update art_showcase.scene
6 Months Ago
Fix clothing being equipped when hover looting into backpack & backpack is full
6 Months Ago
Update flag_oakwood_color.png
6 Months Ago
More boilerplate for nodes / graph
6 Months Ago
Debug view for scene ref nodes
6 Months Ago
Added more speed tree test data
6 Months Ago
adding speedtree test assets
6 Months Ago
Merged from main
6 Months Ago
Start blocking out state machine resource + editor window
6 Months Ago
Subtracting 94522
6 Months Ago
Missed files
6 Months Ago
Added speedtree files
6 Months Ago
Deleted and moved files
6 Months Ago
Further work on speed tree
6 Months Ago
Fix hover loot not working from backpack -> vending machine
6 Months Ago
Fix login exception
6 Months Ago
Cargo ship side doors / Fixed intersecting geometry / Moved some interior props to compensate for geometry changes / set the door slightly deeper to prevent intersecting with the frame
6 Months Ago
Header tweaks
6 Months Ago
Fix backpack UI staying active on screen after backpack is closed
6 Months Ago
Deleted Minigun World Model Texture PSD Files Imported Minigun World Model Texture Targa Files Re-Setup Minigun World Model Material
6 Months Ago
merge from sat tube
6 Months Ago
oilrigs S2P
6 Months Ago
merge from main
6 Months Ago
Warn Nvidia driver 551.23 for known issues Stop compiling rendersystemdx11, remove -dx11 switch Clean up IRenderHardwareConfig no need for all this DX8/360 crap, remove dxsupport.cfg override vfxcompile: stop compiling dxbc, remove vfx_dx11 Remove "Compile Optimized Shaders", spirv-opt always runs
6 Months Ago
Set bindpose transforms before applying physics bones ModelBoneTransformProxy.SetWorldTransform needs to set the bone transform local to the renderer transform, fixes bones blowing up when moving them in editor
6 Months Ago
Update height clamp
6 Months Ago
Update API URL
6 Months Ago
Parse commandline properly to prevent projects with `-test` in the name breaking sbox-issues/issues/5208 Test for multiple keyframe percentages (sbox-issues/issues/5168) Support multiple keyframe percentages e.g. ```scss @keyframes tilt { 0%, 10% { transform: rotate(0deg) scale(1); transform-origin: center; } } ``` sbox-issues/issues/5168 Vector2Int, Vector3Int sbox-issues/issues/4995
6 Months Ago
Merged in harbor_tweaks_4_cargoship
6 Months Ago
Merged in harbor_tweaks_4_cargoship
6 Months Ago
Slowed down ship turning
6 Months Ago
stubbing in assets into artdev scene
6 Months Ago
added beanbag added flag_oakwood added mattress_cover material variant for mattress also adjusted bedframes
6 Months Ago
added playmat
6 Months Ago
Update art_showcase.scene
6 Months Ago
Reposed Burlap Shoes to match updated player rig
6 Months Ago
Allow avatar tint editing
6 Months Ago
Prevented cargo from waiting twice Improved reliability of throttle - cache old speed and use it if unsure of next waypoint speed Fixed isues causing follow to zero rotation on approach
6 Months Ago
Temp comment out this line to fix tests
6 Months Ago
Object Snapshot Refresh (#1500) * Initial commit * Component id + prune those for refresh as well * Serialize id properly * OnRefresh * Fix refresh for bones * Revert comp ids on this branch * Use Id not __id as that is what was settled with for Component Ids * When a component is added to a GameObject after it has been network spawned, and it has Sync vars we should register them with the network table * Don't do on the root though save that for the multi-comp PR * Include latest table snapshot with full refresh. Update to support __guid * Undo this bit * Added Connection.CanRefreshObjects permission (def: true) * Add checks for CanRefreshObjects to Network.Refresh() and when OnObjectRefresh is called * Register properties recursively when sending network refresh or receiving one * Test to re-register Sync props after Network.Refresh * Make docs clearer * If a Component isn't valid then just set the property anyway for a Sync var * By default, clients (except host) can NOT refresh network objects. Host can change this with Connection.CanRefreshObjects * Some additional validation checks * Better logic * Fix issue with nested types not having correct identity hash for wrapped property codegen