255,859 Commits over 3,990 Days - 2.67cph!
Cleanup of avatar masks for player/humanoid animations + added a collection of masks useful for isolated anim playback.
Merge from media_projects/player-copy-fixes
Leaderboard backup, run #
16685
Basic handling for the hopper to recognise when the attached container is full
Reuses industrial logic, so it won't try and collect items when it is full but it will collect items that it can stack
Hopper won't suck up items if construction (building blocks) is in the way
It can pull items through deployables
Cleanup, moved most processing into budgeted methods (see server.hopperAnimationBudgetMs convar)
citizen_human_male_REF file
Require power to run, hooked up industrial ports so it can act as a storage adaptor
Various prefab setup, fixed some item movement issues
Runtime hash set to check for allowed types. This should be done in code gen instead
Added SyncVarConditional, this ensures a Func successfully return true before calling OnValueSync
Created base SyncVar class. Use generics and hook the getter/setter instead to save on memory
First pass on hopper functionality
Setup attachment for large wood box, sucks up any dropped items in a 1.5m radius and deposits them into the attached container
Holosight reticle now resets to the default red colour while the NVG camera is on, eliminating the slightly different appearance of the different colours combined with the NVG post fx
Automatically switches back to the selected colour when the NVG camera is disabled
Move some input code from Sandbox.System to Sandbox.Engine and hope it doesn't break menu now
Don't play notice when topping up on grenades
Grenade supports consuming ammo
ci build-menu uses new path
Fix incorrect docs in Vector3Int
MenuBuild uses ToolAppSystem so everything is set correctly like Application.IsHeadless which was likely stopping it from compiling new menu dlls
Environment volume updates for the above ground / below ground transition pieces
Environment volume updates to better fit the shapes of the underground train tunnel segments
Shadergraph: Output texture attributes for LightSim_DiffuseAlbedoTexture, RepresentativeTexture using first occurring texture result from albedo input
ProceduralMapRailSimple and ProceduralMapRoadSimple fixes
Add subtle alternating background color to each row in Input Settings. Resolves Facepunch/sbox-issues#7328
VRAD: Only show "Warning! Invalid model version" with verbose flag
Also expand the warning to show the versions
Fixed crash when ents.CreateClientProp is given an empty string
Do not complain if gmod_uncache_test doesn't exist (srcds)
Change Hitbox 7 color from white to orange
Fixed NPC icons in spawnmenu search not having default weapons set
COLOR:SetUnpacked type checks its inputs
Remove IMaterial:GetColor override hack as it is no longer needed
Improve type errors thrown from Lua
Makes it so that the error() call does not override current execution position, so error points to the faulting file, not the base game file at the top level.
Remove RegisterMetaTable and vgui.GetAll polyfill hacks
Hammer: Update Lighting Origin to mention info_target, not info_lighting
Prevent Input Settings in Project Settings from scrolling back to the top when adding/removing a new Input. Resolves Facepunch/sbox-issues#7329
Replicated horse head turn
Save item to disk immediately when modifying era of item via era editor window
The LineEdit in PathWidget now stretches so it can be clicked anywhere. Resolves Facepunch/sbox-issues#7246
https://files.facepunch.com/CarsonKompon/2025/January/06_12-37-LividArcherfish.mp4
cement mixer and wheelbarrow
Merge branch 'main' of sbox-assets
Merge branch 'main' of sbox-assets
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Set up throwable anims, defer deletion
Add GetFirstTextureParam() to get first declared texture from shader, used to fetch the convoluted RepresentativeTexture/LightSim_DiffuseAlbedoTexture attributes without explicit declaration
Allow material representative texture for VRAD be infered by the first texture parameter on shader if DiffuseAlbedoTexture is not set, allows to clean up all this material api & lets shadergraph shaders be rendered properly on vrad
https://files.facepunch.com/sampavlovic/1b0611b1/aocrkIAnQN.png
TilesetComponent no longer shows Layers in Inspector, instead has button to open in Tileset Tool
Automatically select the correct component when opening the Tileset Tool for the first time
Can drag a TilesetResource directly into your scene to create a new TilesetComponent
Create Undo Snapshots when dragging in Sprite/Tileset resources
Fixed normal compression with workshop imported normal maps and normal maps exported to steam
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Hammer Wireframe Overlay: white wireframe color works again
Wireframe mode is white in game/scene again, fix depth test being disabled in scene, also bind expected lighting constants
Fix invalid depth comparison sampling on well known 16 bit textures by targeting D16 and sampleable flags, these textures are used in place of the shadow depth buffer when shadows are disabled
Add convars to control what building grades are allowed
- `upgrade_{grade}_enabled` will remove upgrade tiers
- `upgrade_{grade}_cost_multiplier` will increase or decrease the cost
- `build_twig_cost_multiplier` is used for twig
- replicated so applied to both the clientside UI & server resources taken