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

12 Months Ago
Allow JSON converters to resolve node library on each call
12 Months Ago
Clear out any log entries that are from diagnostics on hotload (to prevent duplicate logs when hotloading often)
12 Months Ago
Raise the console when clicking status toggle buttons
12 Months Ago
Sort out padding for stack trace "copy to clipboard"
12 Months Ago
Panel:GetText/Value now returns text of RichText panels
12 Months Ago
Set convex radius to what rubikon used (should we change linear slop instead?)
12 Months Ago
Additional explosion bounce and overlay tweaks
12 Months Ago
Don't throw if we fail to create dock widgets (error when loading editor layout that has nonexistent managed types, i.e error list, game project editor docks)
12 Months Ago
added collision to laptop screen back
12 Months Ago
reworked collision on twitch rivasl desk so it can be deployed on tugboats
12 Months Ago
Updated and Improved Legacy Furnace Icon to include VFX
12 Months Ago
NetworkTable foundations
12 Months Ago
Console Window Improvements (#1332) * Added Status Bar console output * Moved log counts to the Status Bar * Moved stack trace to be inline with the Console * Removed Error List * Show all code editors in Preferences window, but disable editors that are not installed
12 Months Ago
Move ConsoleWidget to addon so I can hotload it (move it back when done), add splitter window for stack trace viewer instead of using main inspector window https://files.facepunch.com/tony/1b0911b1/sbox_LIfiBOFDPg.png StatusBarLog experiments https://files.facepunch.com/tony/1b0911b1/pfmbUSg70M.png Kill StatusBarLog after some time, based on LogEvent level Give StackTraceProperty a MinimumWidth so it pops out at a readable size Clear current stack trace entry when clearing the console On compile, store diagnostics in console and display warnings/errors. When clearing console, always show important diagnostics Progress on supporting showing 'simple' stacks for diagnostics ConsoleEntry refactor, can read simple stack of diagnostic messages now Refactor More cleanup Sort diagnostics by severity / project, so errors are output last on compile Clear status bar on compile, remove test button Delete Error List Move some code back to Engine, raise console dock when clicking status bar log Move ICodeEditor, CodeEditor to Sandbox.Tools (code editor implementations and events are still in base addon) StackTraceProperty row clicks can use CodeEditor again Add setItemEnabled to NativeEngine.QComboBox Add enabled parameter to ComboBox.AddItem Show all code editors, even if they're not installed, but disable the button Add try catch to compile.complete event, any exception that gets thrown in that event will halt the compile forever Experiment moving log counts to status bar Would be good if I actually clamped this value Use ToolTip instead of StatusTip in a bunch of places Don't delete StatusBarLog unless we're killing the console entirely. Re-use existing Widget where possible. Only run Update if last log was >10ms ago. Fix running EmptyAsync every time a log would come through even if it wouldn't display Replace async shit with frame event, forgot this existed Re-add icon def
12 Months Ago
curse piercing curse crit chance curse crit multiplier curse teleport full hp aoe upgrade
12 Months Ago
merge from HABParentingFix
12 Months Ago
merge from exploit_clamp_max_fps
12 Months Ago
merged from TugboatPhysXErrors
12 Months Ago
merge from ExplosiveAmmoFix
12 Months Ago
Remove some debug draws in 90153
12 Months Ago
cherrypicking 90150 - Added a longResourceForgiveness option to BaseMelee, does a second raycast with an extra 0.5m if the player missed on their swing and will only accept the result if the second raycast hits an ore node. Should make it easier to hit the hotspots on ores without having to crouch and climb all over them. Enabled on the rock only for now
12 Months Ago
Leaderboard backup, run #7588
12 Months Ago
Spawnable static props (torchholder_on, tunalight_on, fireplace_on, lab tables, catina chair)
12 Months Ago
Added kick and push cine gestures (from frontier bar door interaction). Added drink and chicken cine gestures - previously unlinked.
12 Months Ago
Added a longResourceForgiveness option to BaseMelee, does a second raycast with an extra 0.5m if the player missed on their swing and will only accept the result if the second raycast hits an ore node. Should make it easier to hit the hotspots on ores without having to crouch and climb all over them. Enabled on the rock only for now
12 Months Ago
Merge from main
12 Months Ago
Only do the checks while parented
12 Months Ago
A couple of small fixes
12 Months Ago
Reinstate 84733, let's try this again
12 Months Ago
Fix sprinkler wasting water when spreading water into non divisor of 15 (water per splash) Example: 4 planters = 20% waste 9 planters = 35% waste
12 Months Ago
Legacy furnace enabled state overhaul Legacy furnace texture size optimization.
12 Months Ago
Merge from tutorial_island
12 Months Ago
Compile fix
12 Months Ago
Simplified BaseCorpse ClientInit, things seems to be stable now.
12 Months Ago
Adjust shadow intensity on birch_temperate material to 1, seems to fix x symbol not appearing on that tree
12 Months Ago
Introduced IsVisibleAndCanSeeLegacy, an old version of IsVisibleAndCanSee with prior behaviour. Applied it to ItemModProjectileRadialDamage to fix explosive ammo damage to construction
12 Months Ago
Merge from tutorial_island
12 Months Ago
Manually add the CodeStripping scene to the build script process rather than the editor build settings
12 Months Ago
Fix visual studio not opening to the file & line on first launch
12 Months Ago
Open new vs instances at given file & line
12 Months Ago
Save users.cfg after adding or removing ownerid / moderatorid
12 Months Ago
Re-enabled gametips for tutorial, but added a CanShowInTutorial property that is false by default so we can manually enable relevant tips Added a PlayerIsInTutorial property to BaseTip for easy access Re-enabled how to shoot bows, build options, ore and tree minigame tips
12 Months Ago
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 ShaderGraph fixes Fix
12 Months Ago
Fixed airfield black tiles when running in low shader quality
12 Months Ago
WIP Create Custom Node in context menu
12 Months Ago
Re-enable resource harvest multiplier for tutorial, set at x3 for now Move chickens closer to player, near the washed up container and fixed some chickens spawning on the ocean floor
12 Months Ago
Explicitly mention that you need to destroy barrels to get scrap and metal blades Mention using Floor blocks to build a roof
12 Months Ago
Merge from main
12 Months Ago
Media greybox scene tweak
12 Months Ago
Disable Sequences package for now