243,025 Commits over 3,898 Days - 2.60cph!

4 Days Ago
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Don't need these Hammer prefab templates anymore Add "Create Game Object" button to Hammer outliner
4 Days Ago
Don't try add menu project if we're headless
4 Days Ago
Merge from ai_wolf_iteration
4 Days Ago
Make wolves reposition between attacks to vary the angles, instead of spamming frontal attacks
4 Days Ago
Updated language files
4 Days Ago
merge from AnimalRagdollUpdate
4 Days Ago
Fire fire blocking the wolves unreachable behaviour from triggering
4 Days Ago
Add flat view back
4 Days Ago
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4 Days Ago
Update decals_subrect.txt New version from HL2, adds 2 new decals from Portal 1 Update serverevents.res `player_say` includes `teamonly` field.
4 Days Ago
4 Days Ago
Use full paths for engine asset locations
4 Days Ago
TTT: check data_static for rearm scripts for use in workshop addons
4 Days Ago
Reduces wolf odds of trying to resist fire
4 Days Ago
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4 Days Ago
Fix wolves counting themselves as an ally when deciding if it's worth fleeing to call reinforcements and come back
4 Days Ago
Add 'copy absolute path' option Find root paths automatically instead of just using current project Show base, citizen, and core Better sidebar separation Hide cloud browser when not requested Limit file count for now, need pagination Docs
4 Days Ago
Apply it to some other volumes too
4 Days Ago
If we're headless, we should shut down SteamGameServer when disconnecting from network system Pass actual version into SteamGameServer init for version. Test server list cmd
4 Days Ago
DistanceAttenuation bool is now used again Rename `Attenuation` to `Falloff` with better Curve initializing SoundComponent gizmos no longer rotate with the GameObject Change default Distance value to something closer to the previous default Updated default curve to feel more like the previous range calculation. Added some more curves to CurvePresets Created JsonUpgrader for SoundEvent which tries to maintain previous range settings while resetting Volume to 1. Doesn't perform changes to 2D sounds or sounds without DistanceAttenuation Moved SoundEvent into Sound folder PreviewSound dragging is more intuitive. Removed logs SoundEvent Upgrader fixes/adjustments
4 Days Ago
some tighter rock placement at missile silo, grass splat tweaks, rebaked hm
4 Days Ago
cleared tunnel obstruction in military_tunnel
4 Days Ago
When tying a MapMesh to a MapGameObject add ModelRenderer and ModelCollider automatically
4 Days Ago
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Add jsoncpp so we can read/write json properly without fucking around with kv3 Add CMapGameObject map node with managed counter part that wraps a GameObject * Hammer world's Scene uses HammerSceneEditorSession * Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now * Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos * More explicit HammerEvents. Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values * MapGameObjects can be tied to MapMesh and generate model geometry Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority), clean up MapView loop Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly QOutliner: Remove hidden entity list QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away [~] ModelRenderer don't default to box if Model is null InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject ) Hammer Scene is serialized entirely in MapWorld & written into VPK as world.scene_c MapInstance: Load from SceneFile from inside the VPK (A little more logic because we don't normally read managed from VPKs)
4 Days Ago
Added all temperature tea recipes (base ones are placeholder ingredients) Added recipes to mxing table recipe list.
4 Days Ago
various fixes for cave_large_hard, cave_large_medium, cave_medium_medium, cave_medium_easy
4 Days Ago
Only try to filter by asset type if we have any filters on, fixes excluding most files from search
4 Days Ago
Cache arrows item definitions so that they can be used for comparisons in code, instead of relying on comparing hardcoded names
4 Days Ago
Show full file path in window status bar on hover again, resolves Facepunch/sbox-issues#6709
4 Days Ago
Update Dedicated Server bootstrap logs
4 Days Ago
Remove baked cubemaps code from Hammer Fix Hammer default layout. Also add Cloud Browser by default Fixes Facepunch/sbox-issues#6708
4 Days Ago
Steam Items table Steam items section
4 Days Ago
Dedicated Server (#1679) * Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host * Store Connection internal state if ConnectionInfo doesn't exist then we can just use that * Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server * For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All * Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host) * Serialize TargetMessage flags as byte * system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source. * Test logs * Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. * Remove this log * Remove unusued code * Add NetTransmission flag support when using SendMessage via Steam Sockets * Don't forget to add arg to header * Clearer docs here, only log warning if networking debug is enabled here * Some tidy up here * Reset local connection state to Unconnected when closing network system - some debug log for other machine * Close these connections * Remove this log * Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one. * Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake. * This bit isn't needed actually * Test boot back to main menu * Properly get when disconnected * Use CollectionExtensions properly * Fix test, re-add system member * Fix this state --------- Co-authored-by: Garry Newman <garrynewman@users.noreply.github.com>
4 Days Ago
Remove siege weapon towing from cars
4 Days Ago
Fixed Facepunch/sbox-issues#6696
4 Days Ago
Rough ballista, catapult and battering ram crafting cost balacing
4 Days Ago
Always update the path widget even if it's not a real location
4 Days Ago
Fix asset browser not saving to cookies, bring back history cookie logic (this is all in the project cookie now too)
4 Days Ago
Tweak timers and distances
4 Days Ago
Can't push siege weapons when standing on it
4 Days Ago
Fix this state
4 Days Ago
Re-appear delay, convars.
4 Days Ago
Add jsoncpp so we can read/write json properly without fucking around with kv3 Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) Tie Meshes to GameObject button Implement CMapGameObject::Copy CMapGameObject overrides child selection Sync native transforms to managed Can tie map meshes to GameObjects, these get built into models and any components on the GameObject with a Model property get populated by it CMapGameObject's that generate model geometry are ignored by physicsbuilder TieToGameObject takes TieToEntity keybind (Ctrl+T), remove button for entity as there's no entities to tie them to anymore, if you really need it the command is still accessible through F1 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority), clean up MapView loop Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly QOutliner: Remove hidden entity list QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away [~] ModelRenderer don't default to box if Model is null InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject ) Hammer Scene is serialized entirely in MapWorld & written into VPK as world.scene_c MapInstance: Load from SceneFile from inside the VPK (A little more logic because we don't normally read managed from VPKs)
4 Days Ago
Initial branch commit for dedi server message routing * Try to synchronize Connection State through ConnectionInfo where possible * Use Connection.All for filtered broadcasts so that will use ConnectionInfo if exists * TargetedMessage support for byte[] array for already packed messages, and pass in NetTransmission flags for routing as well * For now, one idea is to override SendRawMessage on MockConnection - for these type of Connection we can route through the host Store Connection internal state if ConnectionInfo doesn't exist then we can just use that Better synchronization of Connection State - now working as it was before, but should also synchronize other clients properly when on a dedicated server For filtered connection list / broadcast - if we're the host then use the connections we have, otherwise we should use Connection.All Include Connection with available connections when broadcasting - as Dedicated Server won't be included in Connection.All (maybe it should, or maybe people should just use Connection.Host) Serialize TargetMessage flags as byte system must be set to SendMessage to a Connection. Fix an issue with SenderId when receiving a TargetedMessage - this can't be local, so try to find the connection but if we can't find it just use the source. Test logs Some cleanup - fix issue where system isn't initialized so can't serialize. Could be wrong here, but only one system can be active so just use that. Remove this log Remove unusued code Add NetTransmission flag support when using SendMessage via Steam Sockets Don't forget to add arg to header Clearer docs here, only log warning if networking debug is enabled here Some tidy up here Reset local connection state to Unconnected when closing network system - some debug log for other machine Close these connections Remove this log Add Dedicated Server page to Project Config with its own option for a Startup Scene. When loading a game, if we're headless, use that if its set instead of the usual one. Don't call INetworkListener.OnActive for dedicated server, similarly don't call OnDisconnected. OnConnected will never get called anyway because it doesn't go through the handshake. This bit isn't needed actually Test boot back to main menu Properly get when disconnected Use CollectionExtensions properly Fix test, re-add system member
4 Days Ago
Fix test, re-add system member
4 Days Ago
Remove mock GameObject/Prefab code from managed MapEntity Clean up Entity tool as you can no longer add/target games this way # Conflicts: # game/editor/Hammer/Code/Tools/EntityTool.cs # game/editor/Hammer/Code/Tools/EntityTool/EntitySelector.cs Remove Hammer EntityIO UI Remove unused complicated stuff from worldbuilder: point templates, some hardcoded ents, dioramas, ... remove nav markup volumes from fgd ActionGraph source location refactor
4 Days Ago
Consolidate options in one place
4 Days Ago
Add "Toggle Volume Visibility" Menu option in the editor