254,385 Commits over 3,990 Days - 2.66cph!

1 Year Ago
Wear item check now returns item it replaced Can fetch PlayerInventory class through player Item icon set methods
1 Year Ago
Agent cleanup
1 Year Ago
More physicsmats & related files.
1 Year Ago
Make TaskSource.MainThread() / TaskSource.WorkerThread() public again
1 Year Ago
new belt material
1 Year Ago
Post-merge fix
1 Year Ago
Standardize SceneMap.MapName same way native does, fix world physics when using local world name
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 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 Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead VCS: only tick for panels that want mouse input VCS: fix is-pressed style Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection Add PanelTraversalOverlay (for lack of a better name) Work on finding panels from delta, fixed not finding an initial focused panel Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels Add IControllerInputSystem.Destroy Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around Minor cleanup Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) Remove InputManifestTemplate/GamepadManifestTemplate groups from Sandbox.Game csproj since they don't exist Don't run ControllerInput.Tick at all if we don't have a controller Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI Post-merge fix Support Alex's scrolling Fixed action set flip-flopping between Menu and InGame twice a frame :S
1 Year Ago
Set dressing harbor2 progress materials decal layer #
1 Year Ago
Give components an ID, add ComponentList.Get( guid ), serialize and deserialize component references properly Add backwards compatibility when deserializing component references (find type)
1 Year Ago
Speed up belt to match push speed Catwalk
1 Year Ago
Merge main
1 Year Ago
Added base
1 Year Ago
Fix non animated ragdolls not applying physics bones properly
1 Year Ago
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1 Year Ago
PathSimple unit test Cleanup Agents https://files.facepunch.com/garry/da414070-bc1a-49ec-b39c-974d3b7fa33a.mp4
1 Year Ago
SceneTabButton: Add "Close to the Right" option, don't hide other buttons, just make them disabled
1 Year Ago
Fix "could not find ConVar attribute" spam - should just silently set the backing value Warning -> Trace Unable to determine package Demote a bunch of vulkan debug logs to verbose only Holding shift/ctrl disables clearing selection by clicking nothing
1 Year Ago
Fixed prefab node tree not hiding hidden GameObjects Temporary gameobjects have a different icon in the hierarchy Hidden GameObjects don't draw their gizmos A prefab might not have any light sources, if that's the case, make a dummy object so we can see stuff
1 Year Ago
Nicer dynamic property serialization
1 Year Ago
Revert shadow submition refactor, I'll revisit this in a bit
1 Year Ago
Fix inverse multiselect logic
1 Year Ago
merge from main
1 Year Ago
Add GetPathSimple https://files.facepunch.com/garry/e369c9d6-54b1-4648-a023-6217ab866cc8.mp4
1 Year Ago
WIP GameObject.Properties Proof of concept Dynamic Properties sheet https://files.facepunch.com/ziks/1b3111b1/sbox-dev_5ewZW6QaZ5.png Nicer integration of dynamic properties with the Action Graph editor https://files.facepunch.com/ziks/1b3111b1/sbox-dev_JBs2cwHbhM.mp4 Expose setting properties on arbitrary GameObjects
1 Year Ago
player update. edited building plan anims and set planner to use rprop bone instead of rhand bone
1 Year Ago
Reposed hide shoes to match updated player rig
1 Year Ago
Add GetClosestEdge https://files.facepunch.com/garry/7e693949-ffe2-4bb5-8a04-d24469a3b406.mp4
1 Year Ago
Fix typo in Map.CreateAsync?
1 Year Ago
Fix NRE in AssetPreviewWidget
1 Year Ago
Set dressing harbor2 progress materials decal layer #
1 Year Ago
Add root motion test
1 Year Ago
Add RootMotion to skinned model to get the calculated motion from animgraph since last frame https://files.facepunch.com/layla/1b0111b1/sbox-dev_WlG9GCnJcc.mp4
1 Year Ago
Cache off the triangles on generate RandomPoint, CloestPoint https://files.facepunch.com/garry/e07dbdff-ba17-4bb9-96bc-62edf81b2031.mp4
1 Year Ago
merge from main
1 Year Ago
Set dressing harbor2 progress
1 Year Ago
shifted a bunch of materials' decal layer to #3
1 Year Ago
mossy ground decal
1 Year Ago
Glass & rock impacts
1 Year Ago
merge from metal_detector
Leaderboard backup, run #9292
1 Year Ago
HQM ore will no longer drop from nodes in the tutorial Updated some help prompts Fully hide workbench tech tree button, don't just make it non-interactable
1 Year Ago
Add extra bit of dialogue to the first conversation so it's clear that it's a multiple choice Fixed broken kayak prefab after merge Added a big invisible collider under the jetty to stop kayaks getting stuck after placing them
1 Year Ago
Don't actually flag a decal as translucent, makes them render twice since we have a specialized decal layer, on top of that when rendering as translucent it wants a MSAA depth buffer that's missing, so we bind a non-msaa error texture that makes vulkan shit itself
1 Year Ago
Codegen
1 Year Ago
Merge from main
1 Year Ago
Change item store item prefab to fully use flex layout so it handles the changing column widths Update Facepunch.Flexbox (dynamic column width, aspect ratio)
1 Year Ago
Add flex aspect ratio component Fix flex text not setting its driven properties
1 Year Ago
Server compile fix
1 Year Ago
Another autospin fix