243,492 Commits over 3,898 Days - 2.60cph!

12 Months Ago
First pass on base building help
12 Months Ago
Compile fix
12 Months Ago
Moved some vars, increased SLEEP_CHECK_FREQUENCY to 20 seconds
12 Months Ago
Add some more highlights in the crafting menu if an item is required by the current mission
12 Months Ago
Remove debug DrawRay
12 Months Ago
Periodic raycast check to reactivate kinematic dropped items if needed
12 Months Ago
Material::Init initializes TextureCoords too
12 Months Ago
Update new shader template
12 Months Ago
Make sure it still works with 0-4
12 Months Ago
Change `ent setgrade {radius}` to work with `brick`, `brutalist`, etc instead of 0-4
12 Months Ago
Remove stereo multiview instancing from debug menu Add Texture.Update<T>( ReadOnlySpan<T> data ) & Texture2DBuilder.WithData<T>( ReadOnlySpan<T> data )
12 Months Ago
Stop using PixelInput for everything (#1336) * PS_InitFinalCombiner( PS_INPUT ) -> PS_InitFinalCombiner() so it works without COMMON_PS_INPUT_DEFINED - this is just for default values anyway PS_CommonTransformNormal should be wrapped in COMMON_PS_INPUT_DEFINED too * Material shading API can be used without common PixelInput Internals rewritten to remove reliance on a commonly defined PixelInput instead every function just takes what it needs. The only public methods you may have been using were changed like so: ```diff - float3 TransformNormal( const PixelInput i, float3 vNormalTs ) + float3 TransformNormal( float3 vNormalTs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) - float3 NormalWorldToTangent( PS_INPUT i, float3 vNormalWs ) + float3 NormalWorldToTangent( float3 vNormalWs, float3 vGeometricNormalWs, float3 vTangentUWs, float3 vTangentVWs ) ``` Material::From( PixelInput ... ), ShadingModelStandard::Shade( PixelInput ... ) stil exist but are wrapped in ifdef COMMON_PS_INPUT_DEFINED, so only work with the common PixelInput include. Material::Init() added to initialize a Material with default values Geometric normals are now distinctive from normals in Material too, this is important for the lighting model: https://files.facepunch.com/matt/1b1711b1/beforeafter.png And a lot of tool vis modes were fixed too. * Material.AmbientOcclusion float3 -> float
12 Months Ago
Crafting help
12 Months Ago
First pass on overhauling the help away from a full screen input blocking modal into a side of screen popup Uses new TriggerTutorialPrompt volumes to pop up a specific text/image/video combo based on the players position as well as current mission and stage Updated the first mission with new trigger volumes
12 Months Ago
Replaced a few keywords with runtime branching (75% reduction in variants)
12 Months Ago
Add InputField & code to allow you to search keybinds in options menu Add padding to the bottom of keybinds so the search bar doesn't move around while typing
12 Months Ago
Cache sleep check, fix server call
12 Months Ago
Change stack trace style a bit to show file path on a separate line if we have one https://files.facepunch.com/tony/1b2211b1/parsecd_LAii24egtt.png Adjust StackTraceProperty style more, copy to clipboard by clicking any part of the header, add tooltip
12 Months Ago
No longer need to be currently spectating in order to run ToggleSpectateTeamInfo (will still only have an effect while spectating)
12 Months Ago
Re-enabled Tugboat deployment for the Twitch Rivals desk
12 Months Ago
Merge Twitch_Rivals_IV -> Main (desk updates)
12 Months Ago
Fixed chair collider width
12 Months Ago
Rebuild sign painting UI with flexbox, cleaned up the layout of things Changed brush size and opacity to be sliders Added tooltips to clear and save button explaining what they do, updated tooltips for undo/redo with their shortcut keys Fixed the preview camera not aligning with the right panel so there is never a weird gap
12 Months Ago
Update FP.Flexbox with a way to override the preferred width/height to nicely size images
12 Months Ago
Show the drone's ID when a drone is selected in your inventory Show `streamer mode` in the inventory panel if streamer mode is enabled
12 Months Ago
Update ActionGraphs, NodeLibrary restructuring * Now one NodeLibrary per TypeLibrary instead of per ResourceLibrary * No need to have a JsonSerializerOptions per ResourceLibrary any more ActionGraphResource serialization fixes Exposing some stuff in GraphView for derived types Fix ActionGraph serialization test Got rid of some debug logging
12 Months Ago
Basic GC buffer setting setup.
12 Months Ago
Fixed broken reference to priv.
12 Months Ago
Apply starting rotation Renamed shelter prefabs
12 Months Ago
Show server version in F8 panel
12 Months Ago
Fixed "Core/Foliage" shader not working with decals; only supports no-layers or layer0/default, for now
12 Months Ago
Make VRNative Compositor/System/etc. all properties TrackedDeviceInfo has battery percentage (cherry-picked from vr-stats branch) Battery percentage just displays in `vr_info` concommand for now
12 Months Ago
Actually include the functional part of SolidEnergy shader (DX9 only)
12 Months Ago
Added SolidEnergy shader from CS:GO Enables certain things to draw correctly from Portal 2 and Black Mesa Actually include the functional part of SolidEnergy shader (DX9 only)
12 Months Ago
Swapped mesh colliders for primatives. Lowered shelter.
12 Months Ago
Change the way we handle VRTextureWithPose - create an initial VRTexture and then (optionally) append pose data, rather than just creating a VRTextureWithPose outright Reinstate VR overlay code using new internal VR backend Move FromTransform into Matrix so we can re-use it
12 Months Ago
Change linear slop instead of convex radius
12 Months Ago
Hide compass when the map is open
12 Months Ago
Change the patrol heli crate from military crate model to elite / bradley crate model
12 Months Ago
Added new shader "Rust/Standard Packed Mask Blend" for testing
12 Months Ago
Add extra colors for industrial pipes - orange - light blue - purple - pink
12 Months Ago
Clean RPC system, ownership taking, renouncing
12 Months Ago
Update OpenVR SDK from 1.26.7 to 2.0.10
12 Months Ago
Expose render/exclude tags to CameraComponent
12 Months Ago
Updated Prevent Building Bounds To Prevent Clipping Moved Storage Adaptor To A More Suitable Position
12 Months Ago
Fix warning Make BytePack internal, expose functionality via TypeLibrary Add a LocalChannel for local Rpc calls
12 Months Ago
12 Months Ago
Fix possible NRE on nested deserialization
12 Months Ago
Disable HL2's sneak attack code for non hostile NPCs Also disable sneak attacks when ignore players is set, or ai is disabled Make duplicator actually spawn the correct NPC It was spawning them by entity class, luckily all of the base ones are present in the "NPC" list, now it spawns them by their actual original name in the "NPC" list. Make it easier to select addons in the Addons list (Pull Request) Reduce Panel:DrawTextEntryText type checking Causes issues with existing addons Add custom icons for tree nodes in spawnmenu categories (Pull Req) Added GM:CanCreateUndo hook (Pull Request) Added new CRecipientFilter functions CRecipientFilter.AddPlayers( table or filter ) CRecipientFilter.RemovePlayers( table or filter ) CRecipientFilter.RemoveMismatchedPlayers( table or filter ) Add "Bone" field for Entity:GetAttachment Add optional argument to Loco:Jump - activity Unhide r_portalscloseall Added Vector:Distance2D[Sqr](Vec) Entity:SetIK is now shared (was clientside only) Added GM:HandlePlayerArmorReduction( ply, dmginfo ) This change moves the armor reduction system to Lua (base gamemode), allowing full control over it. Fix OOB crashes with Entity.GetAttachment Fix SteamID placeholder calculation for clients with no SteamID Make CreateConVar type errors non halting experimental: dont break mods Fixed crashes due to CSoundPatch Add g_ragdoll_maxcount to server settings in spawnmenu Minor code adjustments RT_DEPTH_ONLY > RT_DEPTH_NONE for projected textures Minor changes from upstream Added missing TF2 map icons Fallback shaders only if they don't exist Change default value of mat_depthbias_shadowmap to 0.001 Was 0.0001, was in certain cases caused visual bugs. You can still set it to whatever you want. Delete crashhandler.dll/so I am fairly certain these are from Steam client binaries, which are now shipped by SteamCMD automatically TextEntry improvements * Fixed SetDrawLanguageIDAtLeft causing cursor selection to be offset * Fixed deleting a bunch of text and then typing not updating the horizontal scrolling to show the typed text Main menu workshop changes Allowed to favorite addons through menu UI Favorite and Vote Up/Down are now better synched with real values Favorite categories are not cached Merged Pull Requests * Fixed an infinite loop with string.Comma * Fixed server browser showing lowercase gamemode names for empty categories Mention nav_quicksave 2 in its description Merged Pull Requests Added math.Factorial Added language string for g_ragdoll_maxcount Fix citizens healing players with ai_ignoreplayers 1 func_door looping sound fixes Bump ents.FindInCone/Box return limit to match FindAlongRay (1024) Added lua_refresh_file <path> Bump ents library limits to MAX_EDICTS Enable episodic behaviors for npc_citizen Improve autorefresh handling for lua_openscript scripts If the opened script is in one of the special folders such as autorun/, autorefresh those based on our pre-existing rules. Added ENTITY:TranslateActivity( act ) for `ai` type entities Do not handle spawnicons and posters during render.RenderView Added GM:PostEntityFireBullets( ent, info ) This hook is called for every "pellet" of a FireBullets call, contains the performed trace (i.e. which entity it hit, and precisely where), and can block the bullet from firing when returning false Some of the bullet structure data is not available due to it being deemed useless or "obsolete" when the hook is called. Altered how missing members of GM:EntityFireBullets return table work They used to default to weird static values, now will inherit the previous value that was passed to the hook, which seems more logical Minor code adjustments Entity.SetPreventTransmit can now accept a table of players or a filter Added NPC.SetIdealYaw/UpdateYaw/IsFacingIdealYaw Added NPC.SetIgnoreConditions/RemoveIgnoreConditions Turn Lua effect creation warnings to non halting Lua errors Fixed NPC:SetSquad not working when the NPC has no squad Added IGModAudioChannel:GetBufferedTime() Fixed addon file conflict problem duplicating file paths on remount Merge Pull Request - return true for EntityFireBullets in base gamemode This allows multiple hooks to modify the bullet structure Don't play ammo pickup sounds for NPCs Panel:GetText/Value now returns text of RichText panels
12 Months Ago