243,039 Commits over 3,898 Days - 2.60cph!
Updated citizen skin and eyeball material
Metal detector
- prefab updates
- vm setup
-vm placeholder anims
- updated models and materials
- animator
- 3p placeholder anims
- override controller
- worldmodel prefab setup
Merge from backpacks -> aux2
Make OnLuaError available on client and server
Block *.db from file library, block mat_texture_list for Lua just in case
Merge Pull Request that adds validity checks to deathnotice (Community Contrib)
Initial commit
Initial commit
use facepunch.walker as maplist game
Make OnLuaError available on client and server
Block *.db from file library, block mat_texture_list for Lua just in case
Merge Pull Request that adds validity checks to deathnotice (Community Contrib)
plywood_trim_01_dirty blend + cable_reel asset
plauer update. exported/setup paddle anim set and populated paddle overridecontroller with the anims
Make DeathNoticeEvent verify if the entities are players (#2040)
* Make DeathNoticeEvent verify if the entities are players
* Add IsValid checks
ActionGraphs capture their containing component
Fixes Facepunch/sbox-issues#4370
Update shaders with SSS and baked lightcookie fixes
Added dying rose variant
Texture tweaks
Fuller leaves on green variants
Node creation context menu lists getters for components on the host object
Don't load any game addons during editor startup
ActionGraph context capturing (sbox-issues#4370)
ActionGraph node auto-sizing
Fix serializing references to the scene object
Make SceneFile.Id non-nullable
Common helper nodes for components / objects / scenes, special "_this" variable
https://files.facepunch.com/ziks/1b0511b1/sbox-dev_NhWdN7pAYp.png
Facepunch/sbox-issues#4370
Wip Grid + Can switch tilesets + clean up
https://files.facepunch.com/louie/1b0511b1/sbox-dev_hwcPupwV9R.jpg
Add Preferences class with sensitivity and fov
Input uses sensitivity preference
CharacterController uses SceneTrace, added GroundObject, GroundCollider, TraceDirection( dir ), added auto IgnoreGameObjectHierarchy
CharacterControllerHelper uses SceneTrace
Link to new documentation on the welcome screen
Fix CitizenAnimationHelper NRE's
Custom method-implemented nodes can read named variables directly
With [Variable] attribute on a parameter
Variables can have default values
Test for accessing variable default values
Default value variable validation fix
Default value variable expression building
Handle func_brush creation
Handle prop_physics etc
Fix and tidy up terrain data serialization
Set SceneObject shadow casting flag before setting model / transform so we don't need to update the object again
Fix serializing references to the scene object
Re-plug in speech synthesizer play return
Fixed drag select height
Don't fill on every frame 🤦
Framing a GameObject switches to SceneView
Add GameObjectFlags.Deserializing when deserializing
Fix performance hit by setting SceneObject properties unnecessarily
Only draw envmap bbox when selected
Scene.GetAllComponents<T> can find interfaces
Use GetAllComponents where we were doing recursive ActiveScene.Components.GetAll
Removed SceneObject.Angles (Rotation works exactly the same)
Don't render game view when not visible (fixed)
Clear QPixmap on create so it's not full of uninitialized data
Updates
Fixed Copying and Move rotation not being correct
Widget style tweaks
Fixed fill not using current floor level
Add InitializeFromLegacy for SkyBox2D
Add InitializeFromLegacy for VolumetricFogVolume
Add InitializeFromLegacy for EnvmapProbe
Handle env_combined_light_probe_volume
Guard unnessecary transform change in managed instead of native
Leaderboard backup, run #8644
Fix build failing, can't access TerrainData cref in sandbox.engine
Only set body group defaults on model change when sceneobject exists so it doesn't get reset on deserialize
Gizmo warning
More gizmos
Compress TerrainData heightmap/controlmap data with deflate, simple rle is probably best
Apply final rotation offset to bow
Fixed bow hold, was missing a slot on the animator override and I forgot to disable the legacy spine IK system
Shadergraph: Transform Normal can output in tangent or world space (default is tangent to match material output)
Don't save the file 9 times everytime in Asset.SaveToDisk
Store TerrainData in a versioned gameresource with custom serialization, so we can reuse it in multiple scenes and not have absurd file sizes
If the collider is static, make the rigidbody static, fixes colliders trying to add keyframed body twice