243,518 Commits over 3,898 Days - 2.60cph!

12 Months Ago
Base joint component Start of hinge component
12 Months Ago
merge from main
12 Months Ago
br_sphere_purple more purple, less pink
12 Months Ago
big button Merge branch 'main' of sbox-assets
12 Months Ago
Make sure maps set the world reference body
12 Months Ago
merge from main
12 Months Ago
Change view "Restore to Default" to "Reset Layout"
12 Months Ago
Fix running EmptyAsync every time a log would come through even if it wouldn't display
12 Months Ago
improved new player jump animations and got them at the correct height and added jump mid air anim
12 Months Ago
Keep selected object when starting play mode (sbox/issues/1340) Add some shorthand methods for PanelComponent Make PanelComponent partial (whoops) Add Setclass to PanelComponent ComponentList: Open menu on same screen as GameObjectInspector (sbox-scenestaging/issues/61) Make sure all our menu popups have a parent, make them stick to the screen their parent is on Component headers can be dragged into control slots Use fixed position when opening component context menu with the button It just feels slightly better this way Add support for moving multiple selected GameObject nodes in the hierarchy GameObjectNode is editable Added ability to create scripts from a template (sbox-scenestaging/issues/8) https://files.facepunch.com/tony/1b1811b1/sbox-dev_YEq525Gg0s.mp4 Merge branch 'main' into networking Keep deserializing when component missing Don't serialize default values in GameObject NetworkObject isn't a component, add checkbox for networking to go
12 Months Ago
Updated mats
12 Months Ago
Add GameNetworkSystem.IsHost, IsClient
12 Months Ago
Updated Legacy Furnace Prefab
12 Months Ago
Added Legacy Furnace Emission Materials
12 Months Ago
Merge from main
12 Months Ago
added legacy_furnace prefab and item to help test, updated manifest
12 Months Ago
Turn Lua effect creation warnings to non halting Lua errors Fixed NPC:SetSquad not working when the NPC has no squad Added IGModAudioChannel:GetBufferedTime()
12 Months Ago
Basic Legacy Furnace prefab setup
12 Months Ago
Corrected VariableDependencyAnyReject test DispatchMode validation respects collapsing `nop` nodes
12 Months Ago
Removed links parameter from IActionGraph.Serialize(nodes) Sub-graph creation interface Collapse links through `nop` nodes Failing test involving `any` and `nop` nodes
12 Months Ago
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12 Months Ago
merge from fix_wire_tool_remove_point_nre
12 Months Ago
merge from modding_prefabs
12 Months Ago
merge from TugboatLowFPSFix
12 Months Ago
Only actually add attribute members if they'd be used (target function accepts them)
12 Months Ago
cherrypicking 89975 Add `cached_browser_enabled` convar Default cached browser as enabled Ensure the "cached browser button" is set to the convar
12 Months Ago
cherrypicking 89975 Add `cached_browser_enabled` convar Default cached browser as enabled Ensure the "cached browser button" is set to the convar
12 Months Ago
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.
12 Months Ago
more item setup
12 Months Ago
Use ToolTip instead of StatusTip in a bunch of places
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
12 Months Ago
Add delete option to editor window layout manager
12 Months Ago
CodeGen method wrap target function can (optionally) have first parameter be the specific wrapping attribute or an array of Attribute[] which would contain all CodeGen attributes on the method being wrapped
12 Months Ago
barrel attachment update
12 Months Ago
metal face mask and vest setup, new lighting prefabs, moved mannequin to centre and made new head only variant
12 Months Ago
merge from main, setting up twitchrivals twitch drops
12 Months Ago
merge from terrain-texture-compression
12 Months Ago
merge from trophy_nre_fixes
12 Months Ago
merge from building_skins_4
12 Months Ago
merge from Twitch_Rivals_IV
12 Months Ago
merge from main Twitch_Rivals_IV/twitch_desk
12 Months Ago
turned down AO on twitch desk materials
12 Months Ago
triangle roof gaps
12 Months Ago
Merge from main
12 Months Ago
Should fix startup errors some people are suffering
12 Months Ago
Leaderboard backup, run #7540
12 Months Ago
Add a LOD component to laser light point lights Disable 2 of the lasers that are emitted from a laser light if the player is more than 40m away Disable the final laser if the player is more than 60m away
12 Months Ago
Tutorial NPC wip idle anim. Updated player controller + gesture asset.
12 Months Ago
Merge from tutorial_island
12 Months Ago
Added "NoEnv" variants of terrain_trigger and water_trigger - prevents pitch darkness (useful for certain mapping scenarios).