244,582 Commits over 3,898 Days - 2.61cph!

1 Year Ago
map update Merge branch 'main' of sbox-sausagesurvivors2
1 Year Ago
Merged Pull Requests * Improvements to DComboBox * Improvements to MatSelect Minor adjustments
1 Year Ago
MatSelect improvements (#1872) * Added `MatSelect:Clear` * Added `MatSelect:SelectedItemPaintOver( x, y )` * `MatSelect:AddMaterial*` methods now return the created `DImageButton` * Added `local pnl = MatSelect:FindMaterialByValue( value )` * Added `MatSelect:SelectMaterial( pnl )` --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Add menu to resource
Leaderboard backup, run #5803
1 Year Ago
Fixed flipped null check
1 Year Ago
Fixed more potential issues with MonoBehaviour casting to interface. Fixed flares not unsubscribing from SeekerTarget when destroyed if there was no collision.
1 Year Ago
Fix SLOD of standard cliff material as well
1 Year Ago
Possible fix for InSafeZone NRE. Check IsUnityNull on owner, which has been cast to an interface.
1 Year Ago
Usability
1 Year Ago
Some helper methods for adding nodes
1 Year Ago
Add generic interfaces for prefab system Prefab editor doesn't need to be an entity
1 Year Ago
Minor DComboBox improvements and DComboBox.RemoveChoice (#1851) Utilized the `DComboBox.CloseMenu` method in where appropriate Added `DComboBox.RemoveChoice( index )` --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
1 Year Ago
Big refactor Renaming / reorganizing
1 Year Ago
Update FP.Nexus to batch submit score events to the backend
1 Year Ago
Automatically batch clan score events to be submitted to the nexus backend
1 Year Ago
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1 Year Ago
Turn BaseStyles members into a table containing type, default value, and inheritance state, generate BaseStyles.Defaults Auto-generate layout cascading based on inheritance state Use BaseStyles.Default instead of hardcoding defaults Similar to `css-defaults` branch but this does it better - so I'm deleting that in favour of this. Rather than hard-coding the default value every time we fetch it: ```cs var value = Styles.BackgroundColor ?? Color.White; ``` We should be doing something like: ```cs var value = Styles.BackgroundColor ?? Default.BackgroundColor; ``` Provide default values as fallbacks for style transitions, use LerpProperty inside BaseStyles.FromLerp In FromLerp, check if the property we're trying to change is actually changing Prevents us from stomping property changes when a transition is running with `transition: all` if you have an animation running simulataneously Move default styles into `DefaultStyles`, make everything readonly VirtualScrollPanel uses DefaultStyles Only use fallback inside Lerp functions if from/to are null Move null checks into Lerp functions, remove logs Tidy up, use same code path for lerps Refer to default values in docstrings, inherited/cascading values lerp to their initial `from` values if `to` is unset Merge fixes, Name -> TypeName Generate FillDefaults() function, call inside PreLayout.BuildFinal, add Length.Undefined Fix a bunch of defaults (need better way to check if a property is set tho) Add `Style.IsDefault( name )` Bad idea to call FillDefaults here since it will stomp previous keyframes backdrop-filter-hueRotate is backdrop-filter-hue-rotate (oops) mask-position defaults to 0,0 Use IsDefault when necessary inside tests (HasValue will always be true for ComputedStyle properties), only check where necessary (i.e. if we're not also checking the value itself) Scrolling fixes Remove DefaultStyles, internalize IsDefault, FillDefaults, ApplyCascading Handle `overflow` prop defaults separately Use HasScrollY inside panel input Get rid of remaining null coalescing shit - ComputedStyle properties are no longer null ComputedStyles has its own class w/ no nullables, helps clean things up Remove unused, clean up
1 Year Ago
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1 Year Ago
Remove unused, clean up
1 Year Ago
ComputedStyles has its own class w/ no nullables, helps clean things up
1 Year Ago
SourceTV players are considered bots for player library Fix npc_rocket_turret spawn position
1 Year Ago
Fix hi-z depth chain with offsetted viewports
1 Year Ago
Don't recycle depth from aoproxies for dynamic reflections, loses a fast depth prepass but focus on correctness first
1 Year Ago
bullet force tweaks shift to drop upgrades when choosing, homing can target allies drop item indicator player icons show selected players items player icon tweaks
1 Year Ago
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1 Year Ago
Boxing Outfit https://files.facepunch.com/daniel/1b0811b1/choose_your_fighter.png Lods and skinning adjustments coming ASAP. Boxing Gloves + Boxing Shorts Plus updated version of the Tanktop
1 Year Ago
Interpolate post processing effects. Add PP for stealth
1 Year Ago
Lower grav on sticky proj
1 Year Ago
Experiments with layering cameras and multiple viewports
1 Year Ago
Pattern matching
1 Year Ago
Play sound when picking up ammo and increase fade distance Added Suicide (hold) button for switching class mid-life. Can do this once every 30 seconds. Fixes #66 Upgrade Hud clarity changes Add test menu. Increase max sp[eed of all loadouts. Add special destroyer explosion sound. All bouncing projectiles use bounce sounds,. Remove melee functionality for now.
1 Year Ago
Copy tonemap params from ActivePostProcessEntity to scene camera tonemap params
1 Year Ago
merge from experimental
1 Year Ago
merge from main
1 Year Ago
crowbar scale fix
1 Year Ago
Crowbar Viewmodel added https://asset.party/facepunch/v_crowbar https://files.facepunch.com/rickgreeve/crowbar_render_2.jpg
1 Year Ago
Enable scene camera tonemap by default
1 Year Ago
Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu
1 Year Ago
Merge Main -> Experimental
1 Year Ago
Removed accidental heli gunner debug prints
1 Year Ago
Add SceneCamera.Skybox, port sky entities & client logic to C#
1 Year Ago
Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu
1 Year Ago
Cleanup & document These should be Entity.IsValid() checks Use SkyboxScale not Scale Scale safety check
1 Year Ago
Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all
1 Year Ago
Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all
1 Year Ago
Allow requesting of IOEntity additional data if looking at the parent of a child IO entity.
1 Year Ago
Fix joining a server being fucked
Leaderboard backup, run #5789
1 Year Ago
Unsaved