243,865 Commits over 3,898 Days - 2.61cph!

1 Year Ago
Refactor "altMove" and "backpackOpen" into a enum "ItemMoveModifiers", add in ctrl + shift modifiers as well (unused)
1 Year Ago
Prevent backpack being dropped because the locker can't accept a backpack with items, instead keep it in the player's inventory
1 Year Ago
Add NavigationPath.GetPositionAlongPath Add Gizmo.Draw.SolidTriangles Remove all the Msg'ing when generating a navmesh
1 Year Ago
Underwater detailing
1 Year Ago
Add skinned backpack mesh
1 Year Ago
VR GPU flush timer More more IVr stuff over to managed No multiview instancing Don't set D_MULTIVIEW_INSTANCING for debug overlays
1 Year Ago
Support specifying type arguments in node properties
1 Year Ago
1 Year Ago
Fixed rail link sometimes overlapping elevator shafts
1 Year Ago
merge from main
1 Year Ago
Added camera frustum outline rendering at runtime.
1 Year Ago
merge from main
1 Year Ago
Halloween Score board fix
1 Year Ago
Added heightmap mesh for the second entrance
1 Year Ago
Dynamic method calls Support dynamic method calls with return types Avoid parameter name collisions Support methods with out parameters
1 Year Ago
Add OnValidate Fix Surface defined multiple times Refactor Scene class
1 Year Ago
Restore content unloading, but behind convar gmod_unload_test, defaults to 0 Build bspzip.exe and ship it (32bit only)
1 Year Ago
Location point generation and handling. UI distance clamping. Use radius for long range detection.
1 Year Ago
Added First Wanted Poster Variation Added First Wanted Poster Materials and Model Setup Basic Prefab
1 Year Ago
Fix gmod_suit 1 breaking sprinting Sentences system calls EntityEmitSound There are a few caveats: * SoundName is always invalid.wav * OriginalSoundName is the sentence name * The sound table will contain SentenceIndex in these cases * OriginalSoundName can be changed to replace the sound. Global.EmitSentence now has an optional 9th argument = DSP, defaults to 0 Added Panel.GetScrollStartIndexes Works only on text entries, returns 2 values - x axis offset, y axis offset Added some NPC functions NPC.GetGoalPos NPC.GetGoalTarget NPC.IsCurWaypointGoal More "reportable" keyvalues in default FGDs Shows useful info in the Entity Report window Added NPC:GetCurGoalType navmesh Lua API additions Added missing enum for NAV_MESH_BLOCKED_PROPDOOR Added navmesh.GetBlockedAreas() Added CNavArea:MarkAsBlocked( teamID ) Added CNavArea:MarkAsUnblocked( teamID ) Added CNavArea:RemoveAttributes( flags ) Added CNavArea:AddAttributes( flags ) Disable default automatic navmesh unblocking Add some of the existing nav related entities to the FGD func_physbox/pushable is ignored by navmesh gen Disallow making addon presets with empty names Also fixed number only names being unable to be deleted Confirmation when deleting addon presets Addon preset importing and exporting Merge Pull Request Added net.Read/WritePlayer Make ENT:OnTaskFailed second argument work Added 2nd return value to NPC:Disposition - priority Panel.DrawTextEntryText doesn't silently fail with invalid input gitignore settings/presets/ Fix crashes when attempting to index invalid sentence IDs Fix spawnmenu saved cursor pos resetting to middle of the screen sometimes Resolved incompatibility with $BlendModulateTexture and $detail Give sk_ally_regen_time a minimum value of 0.01 to avoid division by 0 And subsequent freezes due to infinite loops Lazily fix props with VortWarp shader crashing when entering water Reduce default max_fps to 150 There's no reason to have it at 300 by default Add a hack for $alphatest 1 displacements not having collisions $alphatest 1 brushes are considered "windows" and are non solid, but it doesn't make sense for displacements. Rename CS:GO mountable game to mention the legacy branch I am not sure we should keep it, might just leave this to mount.cfg Fixed blendable textures on a brush being inverted in Hammer i.e. not appearing like they do in-game. Remove empty files from build process Fixed fonts from gamemode's content/ folder not being extracted For workshop addons, so they can actually be loaded. Hide "No bound shader" warning behind developer 1 And also add which materials the error is for Merged Pull Requests gmad.exe - Reduced buffer reallocations, which results in much faster .gma file creation, most noticeable with many small files. Added zi_ maps to Team Fortress 2 category Merged Pull Requests Added ents.Iterator and player.Iterator Added string.CardinalToOrdinal Fix compile error
1 Year Ago
Open scene menu when right clicking hierarchy tree background Fix SpinComponent speed limit Catch errors in undo Fix GameObject.Clear not actually clearing shit
1 Year Ago
Fixed _ShadowMapTexture related errors in "Rust/Standard", possibly others
1 Year Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing Updated ActionJigs Some more node types Support deserializing system types if TypeLibrary is okay with them Error messages in node tool tips Added GraphView.GetRelevantNodes Node graph HandleConfig refactor Allow arbitrary nesting in node creation context menu Default handle color tweak Update Facepunch.ActionJigs Hotload: fix before / after constraints on upgrader ordering TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty Constant nodes Node interface tweaks Update() node UI after Layout() calls Update ActionJigs Try to get nodes to redraw on change Post-rebase fixes I missed Updated Facepunch.ActionJigs GraphView.CenterOnSelection Allow custom exception stack trace inspectors Update Facepunch.ActionJigs Update Facepunch.ActionJigs Null literal node Can get / set fields with nodes INode.CanClone, CanRemove Post-rebase fixes
1 Year Ago
Update gm_construct.nav Added walkable drop down only areas to elevated areas, such as roofs of certain buildings Added some navarea functions Added CNavArea.GetIncomingConnectionDistances Added CNavArea.GetAdjacentAreaDistances Both have optional arguments to limit output to a certain navDir, and return the precalculated distances to the returned areas.
1 Year Ago
Cherry picked 88685, 88686
1 Year Ago
Fixed water not rendering properly on Scene View in play mode
1 Year Ago
particles component Tonemap sliders
1 Year Ago
Merge from main
1 Year Ago
Hair-net White variation
1 Year Ago
Chef outfit LODs
1 Year Ago
Fill out SceneParticles
1 Year Ago
Fixed "CopyTexture" error and "built-in RT type 15 not found" warning, when spawning players
1 Year Ago
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
1 Year Ago
Save and Restore scene session camera state
1 Year Ago
Plumb in a fix for EntityPrefabEditor entity selection
1 Year Ago
Use ProjectCookie for scene last opened
1 Year Ago
KeyBindWidget: Fixed using the wrong code for middle/right mouse button
1 Year Ago
See if we can convince it to compile editor addons during test
1 Year Ago
merge from main
1 Year Ago
Merge from main
1 Year Ago
Write s&box.sln in unit test proper
1 Year Ago
artifact game log files when running test
1 Year Ago
Add ProjectCookie, to save cookies relative to a specific project (like last opened scenes etc)
1 Year Ago
Merge from main
1 Year Ago
HullCreateCylinder
1 Year Ago
When no second rail path can be found when connecting a monument to the rail network, try pathing to our first rail path in an attempt to merge them + reuse the existing path (better than having a missing connection)
Leaderboard backup, run #6749
1 Year Ago
More foliage tests