243,196 Commits over 3,898 Days - 2.60cph!

11 Months Ago
11 Months Ago
Some refactor and a bunch of distance check replacements.
11 Months Ago
test bday cake scene branch
11 Months Ago
Bit of cleanup
11 Months Ago
Merge main
11 Months Ago
Show `...` (animated) while waiting for ping from server instead of `?`
11 Months Ago
removing old textures
11 Months Ago
refreshed barrel art updated prefabs
11 Months Ago
Change how GameObject and Components are serialized so that when the Component properties are serialized, everything that is going to be created is already created.
11 Months Ago
Make `ListView.ItemAlign = Align.SpaceBetween` work better, especially when there's not enough items to fill a row Add r_depth_debug to visualize the depth buffer Fix EnumControlWidget for [Flags] enums Before: https://files.facepunch.com/ziks/1b0411b1/flags-before.mp4 After: https://files.facepunch.com/ziks/1b0411b1/flags-after.mp4 Citizen: improved 'Land_Standing' animation & removed old 'Land' animation from VMDL/files Citizen: improved 'Land_Movement_N' animation, & fixes it potentially causing weird IK leg flips in some movement animations Citizen: perform a post-motion-extraction offset on the sprint anims, to get the center-of-mass & pivot point feel better during turns, and blending in general New Outfit Piece - Fisherman Jumpsuit LODs and Skinning adjustments coming asap! Add PhysicsBody.GetLerpedTransform Add PhysicsBody.SmoothMove sceneanimatableobject sets physics bone positions on non animated models too Fix skinned mesh bounds being fucked (although this needs another look later on) Rotation.SmoothDamp is static Add SmoothMove.SmoothMove which takes a transform, does rotation too Cleanup failed experiment Remove r_depth_prepass option, we should always be doing it as part of forward+ Depth class uses the pre-resolved depth chain from the prepass instead of trying to sample an MSAA buffer, which was never working on certain MSAA levels and would've required a combo and loads of extra bullshit to do. Fix api break Up Engine API version Pass engine version how web expects it when searching for packages depthresolve uses min of all msaa samples Update izabu and add my changes Render menu Fix rendering `RootPanel`s in VR: separate out `IsWorldPanel` from `RenderedManually` Clear attributes after popping a layer when rendering UI Izabu: Fix RemoveContacts skipping the first contact, fixes old contact hanging around sometimes when joint collision is disabled TreeView shift multi select works as expected Add MultiSerializedObject Clean inspector creation Fix mistakes Widget contenthash should be ready to update straight away Multi edit support in a bunch of ControlWidgets Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375) Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374) Disable tests that load games or addons for now. Closes #1376 Disable TestGamemode unit test and game and extension templates unit tests Go through code looking for painday comments and try to sort them out (#1377) * Go through code looking for painday comments and try to sort them out * Readonly get Clear all [Obsolete] for a fresh slate (#1378) * Clear a bunch of [Obsolete] stuff * Remove obsolete template element override Disable tests testing against package.facepunch.platformer.dll and package.facepunch.sandbox.dll for now Disable test for package.facepunch.sandbox.dll Should_Pass Disable 2 more tests that will be broken right now Merge branch 'master' into codegen-struct-arg
11 Months Ago
AnimatedModelComponent => SkinnedModelRenderer, ModelComponent => ModelRenderer DecalRenderer component assumes we're using the new decal shader, has some settings Add decal test scenne Add some simple decals Add decal prefab SkinnedModelRenderer derives from ModelRenderer Added OnTagsChanged, tags cascade to child objects Tags show differently depending on whether they're inherited or not Fix missing player in volume fog scene Batch component callbacks nicer CallbackBatch deals with calling adding inside execute Make CallbackBatch awesomer Cleanup Make OnValidate protected FixedUpdate renamed to OnFixedUpdate, made protected, don't call in editor unless ExecuteInEditor Update renamed to OnUpdate, made protected OnStart is protected Unit test fix Made everything else protected Fix model not getting updated in ModelRenderer Fix GetComponents getting components of disabled GameObjects Fixed children gameobjects not disabling properly Put a decal in the volume fog cave Moved HeaderBar folder up one to remove Editor directory warning Move Component access to a class, so we can use the same from Components without twinning methods GetComponent => Components.Get etc Rename Components.Add to Components.Create Tweaks Components.Get/GetAll so they can take flags to filter instead of the two bools Reverse the disable condition in ForEachChild to match new Component default Add GetOrCreate Add component.OnLoad - allows a component to keep the loading screen open while it's doing stuff (in theory) Show loading screen when loading scene Update the skinned meshes in order when parented Fix undo json max depth Fix ComponentList not updating Fix undo breaking with too much depth Update component template to match new API Hierarchy tree doesn't swallow shortcuts when focused Stop using emoji for create object menu, everyone hates it except me Scene hook system, convert Animation and Physics to use hook system Add Scene.GetAllComponents<T> (fast path) PostProcessers can use this shortcut to get their camera Rename SoundListenerComponent to AudioListener Sound.Listener defaults to camera position Soundscape component Sound Point test soundscape box shape box shape in soundscape scene Sound Box component + scene correct path for box sound component Rename SceneHook to GameObjectSystem Fix components not getting unregistered on destroy Add Scene.Trace, HitboxGroup (heaby work in progress) Add AnimationHelper.WithWishVelocity to example playercontroller Add Scene.GetSystem<T> Fix opening all menus as modal Add BaseComponent.OnDirty, [MakeDirty] property attribute Add GameObjectSystem.ITraceProvider Remove CameraPhysicsDebug from menu camera 🤦 Hitbox components, Hitbox System PlayerController faces the direction of the camera when spawning CameraPhysicsDebug does its traces in a thread Joint components ModelPhysics creates ragdolls propertly Grabber uses new SmoothMove Cleanup Fix sound scene description Joints grab body from keyframe collider if all else fails Joints test scene https://files.facepunch.com/layla/1b0511b1/sbox.2023.12.05.13.20.39.mp4 Joint scene name + description Fixed SkinnedModelRenderer bugs when multiple on same GameObject Fix CharacterControllerHelper getting stuck along multiple planes With a few small changes to read closer to the original source Hinge center and axis use game object transform instead of properties Do the same for slider axis Fix incorrect hinge gizmo drawing GameObjectInspector, start multi edit GameObjectInspector support adding components to multiple gameobjects at once Handle component multi-select Component/GameObject ControlWidget multi edit support Update to consider removed painstuff / obsolete Merge branch 'main' into staticrpc-authorityrpc
11 Months Ago
Disable 2 more tests that will be broken right now
11 Months Ago
Disable tests testing against package.facepunch.platformer.dll and package.facepunch.sandbox.dll for now Disable test for package.facepunch.sandbox.dll Should_Pass
11 Months Ago
Clear all [Obsolete] for a fresh slate (#1378) * Clear a bunch of [Obsolete] stuff * Remove obsolete template element override
11 Months Ago
Remove obsolete template element override
11 Months Ago
Clear a bunch of [Obsolete] stuff
11 Months Ago
Update to consider removed painstuff / obsolete
11 Months Ago
[ Pick ] remove specialized decal rendering path from skin
11 Months Ago
Go through code looking for painday comments and try to sort them out (#1377) * Go through code looking for painday comments and try to sort them out * Readonly get
11 Months Ago
TreeView shift multi select works as expected Add MultiSerializedObject Clean inspector creation Fix mistakes Widget contenthash should be ready to update straight away Multi edit support in a bunch of ControlWidgets Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375) Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374) Disable tests that load games or addons for now. Closes #1376 Disable TestGamemode unit test and game and extension templates unit tests Merge branch 'master' into painday-cleanup
11 Months Ago
Readonly get
11 Months Ago
Disable TestGamemode unit test and game and extension templates unit tests
11 Months Ago
merge from 2009 birthday commit
11 Months Ago
Added conversion from null tests Fixed conversion from null (Facepunc/sbox#1360)
11 Months Ago
11 Months Ago
Disable tests that load games or addons for now. Closes #1376
11 Months Ago
Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now (#1374)
11 Months Ago
TreeView shift multi select works as expected Add MultiSerializedObject Clean inspector creation Fix mistakes Widget contenthash should be ready to update straight away Multi edit support in a bunch of ControlWidgets Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375) Merge branch 'master' into remove-savedgames
11 Months Ago
Let's get rid of all the GameSetting/PackageSetting convar stuff now (#1375)
11 Months Ago
Go through code looking for painday comments and try to sort them out
11 Months Ago
Editor.ActionGraph.ActionGraph -> Editor.ActionGraphs.EditorActionGraph (Facepunch/sbox#1360) To avoid conflict with Facepunch.ActionGraphs.ActionGraph
11 Months Ago
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11 Months Ago
Editor.ActionGraph.ActionGraph -> Editor.ActionGraphs.EditorActionGraph (#1360) To avoid conflict with Facepunch.ActionGraphs.ActionGraph
11 Months Ago
GameObjectInspector, start multi edit GameObjectInspector support adding components to multiple gameobjects at once Handle component multi-select Component/GameObject ControlWidget multi edit support
11 Months Ago
TreeView shift multi select works as expected Add MultiSerializedObject Clean inspector creation Fix mistakes Widget contenthash should be ready to update straight away Multi edit support in a bunch of ControlWidgets
11 Months Ago
Let's get rid of all the GameSetting/PackageSetting convar stuff now
11 Months Ago
Completely strip Saved Game functionality - re-evaluate if this is actually needed or something we want later on with the scene system though most likely easy enough for people to just do themselves now
11 Months Ago
Update CodeGenerator unit tests for new stuff
11 Months Ago
Distance check optimisation
11 Months Ago
Merge from mfm5
11 Months Ago
Rerun protobuf
11 Months Ago
wip merge from main
11 Months Ago
Leaderboard backup, run #7924
11 Months Ago
Fixed spraycan reskin not working on some older large box skins until the player reconnects
11 Months Ago
Rename property to PreventDuplicatesInQueue, false by default Expose the option on AutoTurrets via sentry.debugpreventduplicates (true by default)
11 Months Ago
Added a new AllowDuplicatesInQueue property for IOEntities Prevent AutoTurrets from being added to the queue more than once
11 Months Ago
Fixed double ParentChanging call
11 Months Ago
Fixed ragdoll parenting when a new clients enters network range
11 Months Ago
Updated world model as well.
11 Months Ago
Smoother candle cycle.