243,110 Commits over 3,898 Days - 2.60cph!

9 Days Ago
set bike and horse mountables to animate cloth in worldspace
9 Days Ago
added head/clavicle/neck to ignored bones on ghostsheet to help collision behaviour at some lookangles
9 Days Ago
Merge: from remove_treeentity_update This eliminates the many calls of TreeEntity.Update in editor play mode, saves ~16ms on 6k procgen map Tests: booted editor with swamp_a scene and shut down, booted into craggy then switched to swamp_a, added and moved trees to swamp_a, changed tree prefabs - all cases could see expected visuals.
9 Days Ago
Merge from main
9 Days Ago
Merge from gesturepack
9 Days Ago
Fixed hotbar 1-3 inputs not working while the RPS gesture isn't active Log cleanup
9 Days Ago
Tea items
9 Days Ago
Show different text on computer station when camera is disabled - "No Signal" = incorrect camera code or camera destroyed - "Weak Signal" = camera disabled
9 Days Ago
Using the ram consumes fuel Added RemoveFuel in IFuelSystem to allow removal of a specified amount of fuel in one go
9 Days Ago
Bugfix: TreeToolRenderer can render on editor start - Replaced sceneOpened with activeSceneChangedInEditMode, as former didn't react to boot process changing scenes Tests: closed editor and reopened, trees started to render
9 Days Ago
Merge from main
9 Days Ago
Merge: from main Tests: none (trivial merge)
9 Days Ago
Merge from corrupt_prefab_handling
9 Days Ago
Node menu: list all scene refs https://files.facepunch.com/ziks/2024-10-23/sbox-dev_qisG1bsjT4.mp4
9 Days Ago
Remove mock GameObject/Prefab code from managed MapEntity 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 Hammer: Create GameObject Test option 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) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor 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 Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc Normalize map path name 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 Trim world builder Implement CMapGameObject::Copy Sync native transforms to managed Scene changes (new component, prop edits, etc.) mark Hammer map as having unsaved changes (otherwise it refuses to save) Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection Hammer GizmoInstance.Input.IsHovered is controlled by native MapView IsActive() Add jsoncpp so we can read/write json properly without fucking around with kv3 Replace manual scene serialization with jsoncpp, can map guids to map meshes better and it's cleaner Clean up MapView tick and scene render list Hammer sync managed gizmo selections with native selection set (authoritative) Fix warning CMapGameObject's that generate model geometry are ignored by physicsbuilder ModelRenderer don't default to box if Model is null remove nav markup volumes from fgd 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 bakky icon
9 Days Ago
Fix undoing dragging connection handles Fix updating connection positions
9 Days Ago
Added "Tools/Find/Corrupt prefabs" to easily catch merge issues, scans entire project for prefabs that haven't been imported correctly Takes about 5s to scan whole project Catches kayak issue from earlier in the week and another UI prefab issue
9 Days Ago
reduced wind shader values on GhostSheet material
9 Days Ago
Added warming and cooling player modifiers, separately so that they can be combined. Added phrases. Metabolism coretemp now includes core temp adjustment from warming/cooling modifiers.
9 Days Ago
Correctly scope to current scene when pressing [Button] Fix gizmos being unavailable during editor tick Add "Set to None" option to InputActionControlWidget https://files.facepunch.com/tony/1b2211b1/0WMKcWO3Z1.png Scene.Title, Scene.Description are obsolete Fix JsonObject.GetPropertyValue not always returning defaultvalue Add SceneInformation component, replaces Scene.Title, Scene.Description - can create your own meta providers, works in prefabs Add SceneFile.GetMetadata( name ) Add PrefabFile.GetMetadata( name ) Add ability to close tool window tabs, scoped to scene/prefab tabs only - resolves Facepunch/sbox-issues#6653 https://files.facepunch.com/tony/1b2211b1/sbox-dev_3TNYa6UlBY.mp4 Add IsDeleted checks to loading startup scenes. Facepunch/sbox-issues#6594 Focus last selected SceneViewport when leaving Play Mode. Resolves Facepunch/sbox-issues#6605 AssetInspector now hotloads when changes to the asset have been made. No longer have to click into something else and click back in. https://files.facepunch.com/CarsonKompon/2024/October/22_09-47-StaleImperialeagle.mp4 Grid-aligned wires option https://files.facepunch.com/ziks/2024-10-22/sbox-dev_bUe9p89nrF.mp4 SceneViewportWidget now refocuses last non-game viewport instead of last selected. Resolves play mode sometimes starting on an Empty Scene MapInstance explicitly fails when trying to load scenemaps, fallback to configured map when map arg isn't valid - Fixes case where an uploaded scenemap containing a MapInstance (mis?)configured to pull from launch args, would try to load itself and fall apart, Facepunch/sbox-issues#6620 Scroll the transform with all the other components Change inspector theme Fix exec command not working with spaces in dir for these csproj files Add ComponentFlags.NotCloned to opt out of component serialize when cloning in editor Rework component serialize bail logic Fixed not being able to remove cookies, because it kept loading them before saving. I don't know why this code existed Merge branch 'master' into asset-browser-2
9 Days Ago
Merge from main
Leaderboard backup, run #14861
9 Days Ago
PhysicsCharacter becomes BodyController Gibbing cleanup
9 Days Ago
Fixed not being able to remove cookies, because it kept loading them before saving. I don't know why this code existed
10 Days Ago
Include bodies in ragdoll joint record
10 Days Ago
Add read only lists for ragdoll bodies and joints
10 Days Ago
fix prefab path on G1L2, fix error with HUD
10 Days Ago
fixing pause menu errors
10 Days Ago
Parent merge
10 Days Ago
Some tidy up here
10 Days Ago
Clearer docs here, only log warning if networking debug is enabled here
10 Days Ago
Prefab menu update
10 Days Ago
update obsolete code
10 Days Ago
Drive ragdoll physics from animation in fixed update
10 Days Ago
Add extra box collider to deployed camera too since it was only taking damage from the base stand of the camera
10 Days Ago
Disable deployed cameras from being disabled while shot
10 Days Ago
Add extra collider to static CCTV camera so it can be shot better - add static effect to the camera prefab itself
10 Days Ago
Disable static CCTV cameras in monuments when they take damage - default duration 5 minutes (convar `camera_disable_seconds`) - 95% static effect when disabled - can still hear audio when camera is disabled - static effect around camera when disabled
10 Days Ago
fix broken vmdls
10 Days Ago
Don't forget to add arg to header
10 Days Ago
Add NetTransmission flag support when using SendMessage via Steam Sockets
10 Days Ago
Remove unusued code
10 Days Ago
Removed old/outdated pose files
10 Days Ago
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
10 Days Ago
Test logs
10 Days Ago
Hazmat prefab fixes
10 Days Ago
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.
10 Days Ago
Serialize TargetMessage flags as byte
10 Days Ago
Parent merge
10 Days Ago
Merge from brzone-blending -> main