242,904 Commits over 3,867 Days - 2.62cph!

10 Months Ago
Text chat styling + network it! Player name tags with voice chat icon Fixed incorrect height, display other players correctly on the height bar Correctly display players show menu for player Clean up player stats Fall message fade clothing as well Ping Increase jump strength a tad
10 Months Ago
Delete all vmat_c except a few required ones - should build correctly on CI since contentbuilder fixes Registering textures here shouldn't be needed anymore
10 Months Ago
Adding ItemStore item prefab
10 Months Ago
Show weapons on back on the side of backpacks
10 Months Ago
Merge from main
10 Months Ago
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10 Months Ago
Layout and some functionality Renames + new rect view Translate view based on zoom factor Focus point zooming Apply factor to zoom Grid toggle + size, Preview Temp properties Active Material window Material Reference > Active Material Scaling preview better Center better Do grid and material in a less stupid way Clean up Active material panel Short cuts for grid better focusing context menu preview plane sized to material size Open + GetDependants from rect Align preview better Control mode Preview window
10 Months Ago
Less spaghetti on project initialization: only load user projects in editor mode, add & compile built-in first and only error then, remove dead code paths
10 Months Ago
Changed padding on oilrig diffuse textures to improve compatibility with old assets
10 Months Ago
Updated oilrig_trims_raw_clean, oilrig_raw and oilrig_trims_alt textures to match recent changes
10 Months Ago
ActionGraph: Automatically mark record properties as expanded
10 Months Ago
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10 Months Ago
Update Facepunch.ActionGraphs
10 Months Ago
Hopefully squish UI bugs
10 Months Ago
Applied locker spec color fix to previously missed skin 2656590153
10 Months Ago
Applied locker spec color fix to previously missed skin 2656590153
10 Months Ago
Applied locker spec color fix to previously missed skin 2929539528
10 Months Ago
Allow expanded parameters on input nodes
10 Months Ago
10 Months Ago
Player Pusher - this doesn't feel like the best way to do this
10 Months Ago
Add IRenderContext::GetSubContext() to get or create a sub context for a new thread, use it in managedsceneobject Render contexts can never be passed between threads; they can only be used on the thread that created them. The thread index will be set in the constructor and can't change after that. This causes a problem in our current implementation of SceneCustomObject that reuses the threaded render context on the main thread and expects we can add things,modify and render it from there, for D3D11 it is not a problem since the implementation or driver seems to have a mutex for command lists, but on Vulkan that gives validation errors and causes crashes. Valve has the concept of Secondary RenderContexts but doesn't fit what we need This implements the concept of SubThreads to RenderContext, a very simple way to pass the render context around and consume it in a timely manner, it creates a new render context with the same characteristics as the parent one in a new thread and submits it when the parent context is released Remove pragma optimize off Only override states if target layer wants it so, otherwise subcontext just uses the default rasterizer and depth stencil state, fixes worldpanels with depth test, pass attributes from rendercontext rather than layer
10 Months Ago
Fix exception in heartbeat worker when exiting with Ctrl+C
10 Months Ago
Detect server crashes and make sure it restarts
10 Months Ago
Proper timer to make sure logs are submitted after some time instead of waiting for a full batch
10 Months Ago
More networking and clean up
10 Months Ago
Fix issues with loading compiled resource json in editor space
10 Months Ago
Only override states if target layer wants it so, otherwise subcontext just uses the default rasterizer and depth stencil state, fixes worldpanels with depth test, pass attributes from rendercontext rather than layer
10 Months Ago
ActionGraph: Double-click on an input to start editing it https://files.facepunch.com/ziks/1b1811b1/sbox-dev_Gea8n5mihG.mp4
10 Months Ago
Comment out debug gizmo code. Additional checks.
10 Months Ago
level update
10 Months Ago
detail texture tweaks replaced cobblestone road textures with something higher quality and better feature scale material tweaks
10 Months Ago
Merge from cleanup
10 Months Ago
VM code cleanup
10 Months Ago
Deleted metal detector UI code and prefabs now it is not used.
10 Months Ago
Added an additional client-side check before requesting flags. Couple of extra null checks to be safe.
10 Months Ago
Remove pragma optimize off
10 Months Ago
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10 Months Ago
Add IRenderContext::GetSubContext() to get or create a sub context for a new thread, use it in managedsceneobject Render contexts can never be passed between threads; they can only be used on the thread that created them. The thread index will be set in the constructor and can't change after that. This causes a problem in our current implementation of SceneCustomObject that reuses the threaded render context on the main thread and expects we can add things,modify and render it from there, for D3D11 it is not a problem since the implementation or driver seems to have a mutex for command lists, but on Vulkan that gives validation errors and causes crashes. Valve has the concept of Secondary RenderContexts but doesn't fit what we need This implements the concept of SubThreads to RenderContext, a very simple way to pass the render context around and consume it in a timely manner, it creates a new render context with the same characteristics as the parent one in a new thread and submits it when the parent context is released
10 Months Ago
EditorSplashScreen remove StaysOnTopHint - intrusive to all other OS windows and hides exception dialogs Bail starting tools if our base projects fail to compile because nothing will work and it's impossible to recover
10 Months Ago
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10 Months Ago
Re-order some checks to avoid a raycast in some situations
10 Months Ago
Added a link directly to the flag collider so I can remove a GetComponent
10 Months Ago
String table, empty entry unit test
10 Months Ago
Removed some now unused code. Removed a couple of double gets.
10 Months Ago
Split NetworkTest into Gun
10 Months Ago
Start work on networking
10 Months Ago
Handle empty entry in StringTable Don't try to multiple Term GameObjects Differentiate between Network Root objects and network objects in tree Fix network object serialization Better errors when component deserialize errors Don't network spawn disabled objects