243,037 Commits over 3,898 Days - 2.60cph!

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
4 Days Ago
Save launcher cookies to it's own file Make sure launcher doesn't save editor cookies, they would stomped on close
4 Days Ago
Restore fix for dragging in installed cloud assets, resolves Facepunch/sbox-issues#6703
4 Days Ago
Add WithExtension(this string path, string ext) Refactor rename flyout in asset browser, add error flyout Fixed Facepunch/sbox-issues#6695 https://files.facepunch.com/ziks/2024-10-28/sbox-dev_do9WlbwLbF.mp4
4 Days Ago
S2P military tunnels, powerplant, trainyard, water treatment plant
4 Days Ago
Merge: from main Tests: none
4 Days Ago
Merge from world_update_2
4 Days Ago
save++
4 Days Ago
Setting twist bone setting for player avatar to 0.5 to fix twist bones
4 Days Ago
adjusted improvised shield handle size to make it smaller
4 Days Ago
io arrow + temp input/output materials
4 Days Ago
Fix wolves switching target even though the current is was closer, just because they couldn't see it briefly
4 Days Ago
Fix wolves sometimes getting stuck eating dropped meat when another wolves eats the meat first
4 Days Ago
Fix wolves running in circles sometimes as they overshoot their destination, when the player is unreachable
4 Days Ago
Use a different syntax for HFSM declaration which results in a more compact and readable tree
Leaderboard backup, run #14981
4 Days Ago
multiselect person panel select all hotkey camera look at target pos camera look at target gameobject control group hotkeys
4 Days Ago
Added avatar mask support to pose copy/paste
4 Days Ago
Parent merge
4 Days Ago
Renamed SksViewmodel class to MagazineStateViewmodel now that it is being used for multiple weapons Removed the useEmptyAmmoState field on BaseProjectile and exposed it as an option on the MagazineStateViewmodel component (see SetHasAmmoParam) Updated affected weapon viewmodels: t1 smg, sks, semi auto pistol, m92, prototype 17
4 Days Ago
Added Distance and Attenuation overrides to SoundComponents Draw range gizmos on SoundComponents when selected, respecting
4 Days Ago
Merge from mission_accept_nre
4 Days Ago
Fixed a case where a player would receive client NRE's if they were talking to an NPC and another player accepted a mission while the original player had the conversation open
4 Days Ago
Added `Range` float and `Falloff` Curve to SoundEvent. Allows you to directly specify how many units away a sound can be heard and where along that range the sound begins to falloff. Rename Range and Falloff to Distance and Attenuation Added Sound Distance ControlWidget. Includes quick access to some preset common distances https://files.facepunch.com/CarsonKompon/2024/October/27_19-32-DopeyAmericancrocodile.mp4 Moved all distance-related variables into a Distance Attentuation ToggleGroup (similar to occlusion) Add attribute for audio distance float Slider fixes Re-implemented PreviewSound https://files.facepunch.com/CarsonKompon/2024/October/27_20-48-SteepBighorn.mp4 Fix SoundHandle.ListenLocal not working as intended FloatSlider on AudioDistanceFloatProperty is now exponential, so lower ranges can be fine-tuned with more granularity
4 Days Ago
Merge from binocular_uiscale_fix
4 Days Ago
Merge from main
4 Days Ago
Merge from prefab_replacer_improvements
4 Days Ago
Delete prefab replacer in the Window menu, should be fully superseded by my new implementation
4 Days Ago
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4 Days Ago
Merge from main
4 Days Ago
Merge from gesturepack
4 Days Ago
Added a UI indicator when the player selects a RPS option
4 Days Ago
Merge from main
4 Days Ago
Improved lighting on deployed C4 Phase 1 mergable (Grenades & placed explosives)
4 Days Ago
Merge from gesturepack
4 Days Ago
Fixed player spine look not working after ending a gesture
4 Days Ago
Merge from main
4 Days Ago
Merge from vm_names_ugc