244,441 Commits over 3,898 Days - 2.61cph!

1 Year Ago
add *idea to the git ignore add TryGetComponent<T> method Add TryGetComponents<T> fix parameters and add to `BaseComponent` remove TryGetComponents<T>, mostly redundant
1 Year Ago
Fix IgnoreFolders losing case insensitivity in Json by assuming it's not case insensitive
1 Year Ago
Extended info in editor startup when waiting for account information Skip null children in TreeNode list
1 Year Ago
Fix prefab world not rendering Fixed prefab tree selection not working Prevent trying to "play" prefab scenes Change how PrefabFiles are loaded Remove undo spam Select root prefab object when opening prefab scene Allow editorsession to initialize the scene camera position Fix components not properly shutting down on prefab edit Always Destroy/Shutdown components before removing from a GameObject Give Prefab redirect scene a nice name Fix Prefab instantiation If the scene has a camera, use that as editor initial camera position first Add Undo to AlignToView Comment out unused menus Update TurretComponent.cs Update prefab_test.scene
Leaderboard backup, run #6661
1 Year Ago
Tidy up submit logic
Leaderboard backup, run #6660
1 Year Ago
Rotation Gizmo should return false if not rotated
1 Year Ago
Fix undo system capturing multiple rotations
1 Year Ago
Remove Action argument from undo system Save selection with undo Push object selections onto undo list
1 Year Ago
Each SceneEditorSession has its own selection set
1 Year Ago
Add CubemapFog component Add BaseComponent.ExecuteInEditor Add GradientFog component Make everything obey ExecuteInEditor Add gradient fog to player scene
1 Year Ago
Add Material.GetTexture( name ) (gets the texture by shader variable name)
Leaderboard backup, run #6655
Leaderboard backup, run #6654
1 Year Ago
GetComponent<> can find interfaces too Add ToneMapping component (tonemapping defaults off)
Leaderboard backup, run #6653
1 Year Ago
Move CharacterController component to engine
1 Year Ago
attack heli rocket reload sound attack heli turret reload sound tweaks
1 Year Ago
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1 Year Ago
Rescale bodies and joints on aggregate creation using aggregates scale
1 Year Ago
Support joint scaling https://files.facepunch.com/layla/1b1411b1/sbox_0123.mp4
1 Year Ago
Support hull scaling
1 Year Ago
Finished second tunnel entrance variant LOD0 Added a vertex AO pass to both entrances Material tweaks
1 Year Ago
Support capsule scaling
1 Year Ago
Support sphere shape scaling Scale sphere debug shape transform
Leaderboard backup, run #6642
1 Year Ago
Change how editor startup is handled (hotload keeps calling the static constructor) Throw warnings when component not serializable because of TypeLibrary
1 Year Ago
Fix TypeDescription.Init exceptions Remove unused on ManagedTools Send an "game.loaded" event to tools when the game has loaded
1 Year Ago
Greatly improved rocking chair handling
1 Year Ago
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1 Year Ago
Fix VRCompositorError_SharedTexturesNotSupported on dx11
1 Year Ago
added rifle pose, set lr 300 to use in overide controller
1 Year Ago
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
1 Year Ago
Added fire alarm models
1 Year Ago
Store camera state in sceneeditorsession, so we can have a different camera position per scene Fix error when saving a scene with no path
1 Year Ago
Add string.CardinalToOrdinal (#1509) This would be a useful function to have for anyone who would want to use it. Example: `print( string.CardinalToOrdinal( 111 ) )` Output: `111th` Yes `STNDRD` exists, but it has a stupid name.
1 Year Ago
Initial compositor submit, Vulkan only for now Transition texture to VK_IMAGE_LAYOUT_TRANSFER_SRC_OPTIMAL Poll events & get poses correctly Check error inside PollEvents Clear first draw Don't do blit copy for each eye (works as long as `r_aoproxy_enable 00`) https://files.facepunch.com/alexguthrie/1b1311b1/qrenderdoc_wLfY06ol2a.png Submit & impl submit for DX11
1 Year Ago
oops obviously the assetsystem can be null from other contexts
1 Year Ago
When materials compile new textures register them immediately - fixes cases where recompiling the vmat with a new texture would result in a missing texture
1 Year Ago
Port over shadow controller
1 Year Ago
socket/deploy tweaks
1 Year Ago
Fixed Infinity/NaN related errors
1 Year Ago
Undo/Redo
1 Year Ago
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1 Year Ago
Add ents/player iterators (#1731) Adds iterators for entities and players which are read-only and cached. The main benefit to this is performance; crossing over from Lua to C and back every function call is slow and creates a new table each call. Closes Facepunch/garrysmod-requests/issues/738. Examples of use: ``` for i, p in player.Iterator() do print(p) end for i, e in ents.Iterator() do if e:GetClass() == "prop_physics" then e:Remove() end end ```
1 Year Ago
Per-binding display info and node kind WIP MethodCallNodeDefinition
1 Year Ago
Update Team Fortress 2 map categories (#2017) The Scream Fortress update came along, and with it a new map category, zi_. This commit makes the "other" category empty again by adding it.
1 Year Ago
Fixed buffer reallocation fixes #34 Reduced buffer reallocation. Use Bootil's AutoBuffer Style fixes Merge pull request #46 from RaphaelIT7/patch-1 Reduced buffer reallocation
Leaderboard backup, run #6635