243,444 Commits over 3,898 Days - 2.60cph!

41 Days Ago
Update SpriteTools Update all Tile Dictionaries to use Vectors as the key instead of parsing to/from strings now that we actually can. Updated SpriteTools Add Dig Tiles to Tileset, add Digging functionality to WorldManager. Created PreviewItem so items have Generated Thumbnails Created Shovel Holdable which digs up earth, regenerating after a random time. Dig Tiles now properly save to the world. Optimized world saves in the process
41 Days Ago
Fixed mesh import settings on a bunch of divesite meshes Fixed seaweed decal not rendering (incorrect decal layer)
41 Days Ago
Human/citizen: more "prefabization" & poor man's RBF backport to Citizen
41 Days Ago
Added TilesetComponent.GetLayerFromName and TilesetComponent.GetLayerFromIndex
41 Days Ago
Add new panels that can be parented by community UI - all panels are scaled by uiscale Names - Inventory - Crafting - Contacts - Clans - TechTree - Map
41 Days Ago
Added proper documentation to TilesetComponent, made a few things internal and changed some terminology. JsonUpgraders to ensure everyones stuff still works Updated example files
41 Days Ago
TreeView nodes do not call OnItemActivate when double clicking the expand/collapse button Fixes Facepunch/sbox-issues#6487
41 Days Ago
Allowed foliage to spawn on cliff topology to fix blank gaps in between cliffs
41 Days Ago
Custom height map colliders for all cliffs (this should fix floating foliage issue)
41 Days Ago
Underwater light extinction fix test
41 Days Ago
merge from main
41 Days Ago
merge from world_update_2
41 Days Ago
Fix a dumb mistake
41 Days Ago
Reimported cliff_tall_d
41 Days Ago
radtown music missing files
41 Days Ago
radtown music
41 Days Ago
junkpile_water and oceanwreckbuoys seaweed dressing
41 Days Ago
Add ReadAsPropertyName/WriteAsPropertyName to all Vector2/3/4/Int JsonConverters. This means Vectors will be serialized properly when used as Keys in a Dictionary.
41 Days Ago
Fix Json error
41 Days Ago
Give titles to windows build scripts, so I know what's running Merged ghostanim.mdl and blackout.mdl Instead of doing a hack for Episode 1, just merge all these models from all the half-life 2 games, and including portal 1 Episodic Poison Zombie model with fixed animation events Advisor episodic model hack The models are too different to be merged, so we swap the ep2 one in, on spawn
41 Days Ago
Try / catch around new node types in FindAllReflectionNodeTypes
41 Days Ago
merge from main
41 Days Ago
Update existing refs in GameResources when updating package Normal GameResource processor uses versioned idents too Consistently sort reference lists alphabetically so diffs aren't so mental to read Only update references inside project assets folder Avoid walking into a LoadResource exception, we don't really care that much Differentiate between persistent and preview contexts when fetching cloud assets, only update references for persistent installs Show remote/latest version info, incl version id, in PackagePopup
41 Days Ago
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41 Days Ago
Optim: Send trees in batches over multiple frames to avoid spike on player connection This is experimental, but it seems stable initially. On 4.5k procgen world from a save it took 90ms(very rough numbers, including client-side spawning overhead) in total to send all trees, but each frame 1 player took on average 0.2ms to gather & send data. Also need to fix a bunch of bugs Tests: Ran craggy in local editor session - no exceptions.
41 Days Ago
GameObject.Deserialize removes existing components not included in serialization when in editor Disable components when breaking apart a disabled prop. Don't recreate prop components when changing tint etc, only model change needs to
41 Days Ago
Fix action graph node list not showing new members after hotload Allow creating instances of simple user types in action graph ```csharp public record ExampleRecord( int Foo, string Bar ); ``` https://files.facepunch.com/ziks/2024-09-25/sbox-dev_PyZRMaMzAu.png
41 Days Ago
sbox.game browser -> cloud browser Fix chips height based on whether there are / aren't any Cloud list view https://files.facepunch.com/alexguthrie/1b2511b1/sbox-dev_PP05UtzRQT.png
41 Days Ago
TextRenderer exposes BlendMode Fixed ScreenPanel not keeping screen dpi in bind when scaling down It's fine to call NetworkSpawn multiple times, just ignore it Wrap GameObjectSystem's init in a Scene.Push
41 Days Ago
waterflow changes - corrected ordering of writing water flow from shorevectors and river tangents - moved generation of WaterFlowMap into PostProcessing and put it all in one place
41 Days Ago
Don't allow wall slide on same wall
41 Days Ago
Cloud chips Fixes Accumulate tags https://files.facepunch.com/alexguthrie/1b2511b1/sbox-dev_a9UaWWMIeH.mp4 Remove cloud from asset locations
41 Days Ago
world_update_2 -> Aux2
41 Days Ago
radioactive_water -> world_update_2
41 Days Ago
Interpolate pan, move center on hero logic to camera
41 Days Ago
Water purifier no longer purifies radioactive water
41 Days Ago
Adjusted hill cliffs anchors to fix a gap Pushed all hill cliffs slightly deeper to prevent similar issues
41 Days Ago
Ensure throwing out water forces a rad count on the vessel
41 Days Ago
Wall Slide + Jump
41 Days Ago
▄▍▍ ▊▌▍▉▇▉ ▄▍▆▋█ ▆▆▌▌ ▊▉▉▆▍ ▉▅█▍▋█ ▌▇█▅▋ █▋▌▉▅█ ▅▆▍▄▅▅▆ (▉▉▆▆▉ █▆▌▋ ▍▇▉ ▇▄▋▍▋▋█▄▍▍█ █ ▇▋▆ ▇▇▇▍▇▄ ▅▇▆▅ ▉▋▄▍▍? ▋▌█▄▋ ██ ▇▆▆▊ ▅▇ ▊▅▌▍)
41 Days Ago
41 Days Ago
Fix new instance node title
41 Days Ago
Fixed corrupted Cliff_tall_d_diff texture
41 Days Ago
Fix relaxed resolved method comparison Add NewInstance node
41 Days Ago
41 Days Ago
Use EditorTypeLibrary for Hammer PrimitiveBuilders (bonus: you can define these in your own editor libraries too) Fixes Facepunch/sbox-issues#6499
41 Days Ago
Apply Panel:SetHTML/RunJavascript restrictions from main branch
41 Days Ago
Merge from world_update_2
41 Days Ago
sponcoers
41 Days Ago
Add basic edge panning to the camera. Need to add a way to detect if mouse is outside of the game view when in editor