242,829 Commits over 3,867 Days - 2.62cph!

9 Months Ago
Fixed no listings not showing. Removed redundant toast.
9 Months Ago
Redesign header prefab and adding page graphics
9 Months Ago
Added no listings message to vendors if they don't have any stock.
9 Months Ago
Set the default font asset in TMP
9 Months Ago
Revert accidental change
9 Months Ago
Adding media and content to building skin pages
9 Months Ago
Update a debug test command
9 Months Ago
Fixed bug preventing single vending machine markers from being pressed.
9 Months Ago
Detector source prefabl cleanup
9 Months Ago
merge from reduce_held_entity_item_counts
9 Months Ago
Fix hitposition when sphere tracing against meshes
9 Months Ago
Fix out of range exception in voice (visemes should probably be put in its own component)
9 Months Ago
Reverted ALT+F4 interception displaying safe zone warning
9 Months Ago
Publish files for textures
9 Months Ago
Update tags when publishing
9 Months Ago
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9 Months Ago
Attempt at fixing exception reported by sentry related to UI/AlphaClear shader
9 Months Ago
Store Prefabs and some Building Skin views
9 Months Ago
Update pull.yml
9 Months Ago
Better formatting
9 Months Ago
Add example usage
9 Months Ago
INetworkCustom. Add tests for NetList, NetDictionary.
9 Months Ago
merge from save246 - Staging wipe
9 Months Ago
exported CNY spear admire animation
9 Months Ago
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9 Months Ago
Add [ImageAssetPath] fix SerializedCollection NRE Fix MemberDescription.HasAttribute not finding base attributes Convert TextureEditor to use Sequences SequenceControlWidget has popup instead of doing it all horribly inline Fix SerializedObject changes not propagating upwards ResourceStringControlWidget cleanup Use new Sequences json for amalgamated texture Expose some sheet access on texture Simplify amalgamatedtexture packing, less likely to infinite loop, loads from json Add TextureFile sequence `IsLooping ` Can use particle SequenceTime easier Remove parse_mks.cpp Delete mks importers (everything should use our way now) Use gizmos for physics debug draw lines for when I need it Comment out early out in capsule vs hull deep penetration until I get the proper fix Implement joint breaking, break callbacks called on post step, breaking a joint disables the component Support joint breaking on prismatic, revolute, rigid, spherical Add EditorUtility.OpenPropertySheet https://files.facepunch.com/garry/c9f2b5cb-f6bb-4895-a401-346d1dbf939c.png Set qt darkmode=2 so windows will follow system theme (I think) Add ControlObjectWidget Add [KeyProperty] Add KeyProperty to TextureSequence.Source ControlWidget will create an editor for unknown types (this will likely need locking down) Assume test mode will want rendersystemempty Right now our tests machine doesn't have a GPU attached, for d3d11 it's fine since this runs over D3D11 Warp renderer, but not on Vulkan. Change this if we ever do graphics tests on CI. Running locally our tests pass fine without it Fix QPainter was null when calling setPen errors CompileProgress tests (doesn't work) Fix asset browser file type size Fix NRE in GenericControlWidget Add BaseLayout.AddLayout<T> Add ControlSheet.AddProperty SerializedCollection elements return attributes of parent SoundFileCollection doesn't use PropertySheet VR: Fix vulkan submit, submit depth texture to compositor VR: Update overlays from the render thread, because SetOverlayTexture might touch vulkan queue Forward InputData and VROverlay through to Sandbox.Game to preserve compatibility VR: Minor VROverlay cleanup VR: Fix VROverlay xml comment Citizen/animgraph: change the swimming 2D Blendspace from Z/X to Y/X, it was an interesting idea that unfortunately didn't pan out Re-compile ui backdrop filter shader w/ SPIR-V block VR: fix LOD rendering, remove bVr from CFrustum::ComputeScreenSize Citizen/animgraph: made vertical swimming work, it's janky as hell, but at least it's reflected visually; becoming increasingly clear that this state will need custom code on the controller side https://files.facepunch.com/maxlebled/1b2411b1/2024-01-24%2018-50-19.mp4 Fix izQueryFaceDirections using the max instead of the min distance for face separation Fix HitPosition for Trace.Sphere https://files.facepunch.com/layla/1b2511b1/sbox-dev_CvSjg1QMpX.mp4 This should probably just be the radius of the input shape, not both Add Skybox support to Render Tags - good for View Model Camera where we don't wanna render the skybox, or usually anything but things with a viewmodel tag Do the same for 2D skybox Merge branch 'master' into nt-container
9 Months Ago
merge from main
9 Months Ago
merge from metal_detector
9 Months Ago
Merge from main
9 Months Ago
merge from death_marker_compass
9 Months Ago
merge from plant_ripe_stage
9 Months Ago
merge from fix_repair_bench_sfx_2
9 Months Ago
merge from fix_item_equip_swap_slots
9 Months Ago
flame meta
9 Months Ago
Can publish textures
9 Months Ago
Forgot to add to the list
9 Months Ago
Increase default engine api version to 17 Add Texture type
9 Months Ago
Leaderboard backup, run #9124
9 Months Ago
Fix ragdoll compile when neither SERVER nor CLIENT are defined (build server needs it)
9 Months Ago
Merge from main
9 Months Ago
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9 Months Ago
Force NVG scale 1 and distortion 0 in profile.
9 Months Ago
Do the same for 2D skybox
9 Months Ago
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9 Months Ago
Expose show death on compass in the options menu (User Interface section)
9 Months Ago
Add Skybox support to Render Tags - good for View Model Camera where we don't wanna render the skybox, or usually anything but things with a viewmodel tag
9 Months Ago
Need to set viewmodel camera constantly to main camera position to have particles render in the right place?
9 Months Ago
Missed another use of useContinuousCollision on gibs