243,140 Commits over 3,898 Days - 2.60cph!

10 Days Ago
Focus last selected SceneViewport when leaving Play Mode. Resolves Facepunch/sbox-issues#6605
10 Days Ago
merge from main
10 Days Ago
Added new ballista incendiary spear ammo Added client reload and ammo switching logic (still wip)
10 Days Ago
Update: move TreeEntityEditor closer to Resource Editor folder It was in a generic editor folder previously, and we have a specialized folder now Tests: loaded up swamp_a monument and checked gizmos still draw
10 Days Ago
Optim: Replace TreeEntity.Update with a an editor-only renderer - Handled by an EditorTool(work in progress, doesn't track all changes to the scene) This wins back 16ms on a 6k world in editor. Tests: Loaded swamp_a scene from a cold start, was able to see trees. Started 6k procgen map, fps was better.
10 Days Ago
re-created v3 anim folder, taking existing .meta & retaining clips, all anims now using v3 avatar
10 Days Ago
Eyes rotate with platforms https://files.facepunch.com/7b4e58ef-cc50-4e2d-b7ef-8f8a8cd2161d.mp4
10 Days Ago
Store Connection internal state if ConnectionInfo doesn't exist then we can just use that
10 Days Ago
Add IsDeleted checks to loading startup scenes. Facepunch/sbox-issues#6594
10 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
10 Days Ago
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
10 Days Ago
Merge from copypaste -> main
10 Days Ago
Cleanup & rename kill -> killbox (so it doesn't overlap with normal kill command)
10 Days Ago
Remove / clean up old assets and poorly named stuff
10 Days Ago
Add ability to undo pastes with `undopaste` command - only kills entiites you pasted (if you want to redo a paste, just paste it again manually)
10 Days Ago
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 )
10 Days Ago
Use SceneMeta instead of Name/Description
10 Days Ago
second noise layer for coverage
10 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
10 Days Ago
Adding new player anims
10 Days Ago
Updates to intro area and blockouts
10 Days Ago
Allow pasting directly from name - `paste cars1` will load "cars1" and paste it while persisting current clipboard Filter entities when pasting instead of copying (allows you to change filters after copying a single time) - change convars from "copy_npcs" to "paste_npcs" - filter entities that have no parent when pasting - add option to filter vehicles
10 Days Ago
Client trigger, art root setup. Initial basic facing nearest player logic.
10 Days Ago
Lets try making the player face correctly again Sub intro cutscene text Swap to models of platforms
10 Days Ago
setup admire anim for metal shield
10 Days Ago
Codegen
10 Days Ago
Fixed rotate Phys trace Rotate player onstart to face correct direction
10 Days Ago
Add "Set to None" option to InputActionControlWidget https://files.facepunch.com/tony/1b2211b1/0WMKcWO3Z1.png
10 Days Ago
Move on Fixed
10 Days Ago
Third person camera clipping Use the same collision rules when tracing Better handling when third person camera is too close Don't position camera in editor Switch the rest of the test scenes to use new player controller
10 Days Ago
Remove tags for moving Phys character updates
10 Days Ago
Snakes can now reposition after striking. Added variables and convars for reposition chance, min/max radius and multipliers.
10 Days Ago
Merge: from main Tests: none
10 Days Ago
Some general cleanup, moved tool to Tools/Cinematic/Pose Tools
10 Days Ago
Added Undo support to Pose selected, pose random and paste pose options
10 Days Ago
Merge: from requesttrees_spike This reduces overhead of streaming grid cells of tree impostors from 3.5m to 1m on a 4.5k server. Tests: 2 editors(1 server, 1 client) in same session - streamed no changes, removed 1 tree then re-streamed, and streamed with disabled lazy serialization
10 Days Ago
Avatar field in PoseTools will now persist between editor restarts (saved in EditorPrefs)
10 Days Ago
Fixed copy/paste buttons not working in PoseTools
10 Days Ago
merge from kayak_perf_fix
10 Days Ago
merge from icesheet_fix
10 Days Ago
Merge: from main Tests: none
10 Days Ago
merge from oases_topology_fixes
10 Days Ago
merge from optimize_hbhf
10 Days Ago
merge from voice_chat_cctv
10 Days Ago
Merge from main
10 Days Ago
merge from world_update_2
10 Days Ago
merge from nuking_old_cliffs_in monuments
10 Days Ago
merge from halloween24
10 Days Ago
merge from main
10 Days Ago
Leaderboard backup, run #14837