243,174 Commits over 3,898 Days - 2.60cph!

13 Days Ago
Hook up deploy on 3rd person shield layer
13 Days Ago
Clean up Entity tool as you can no longer add/target games this way Kill Hammer EntityIO buttons (unusable) CMapGameObject overrides child selection
13 Days Ago
MoveMode controls adding velocity to controller
13 Days Ago
Climb/Swim to MoveModes
13 Days Ago
Clean up step, fixed bugs
13 Days Ago
Fix becoming ungrounded when standing close to a slanted surface Fix ungrounding when ducking under something
13 Days Ago
Leaderboard backup, run #14789
13 Days Ago
Update Conveyor component to set collider surface velocity, this component doesn't really need to exist anymore though
13 Days Ago
Factor in surface velocity when solving linear friction constraint Add PhysicsShape.SurfaceVelocity Add Collider.SurfaceVelocity - Sets the local velocity of the surface so things can slide along it, like a conveyor belt https://files.facepunch.com/layla/1b1911b1/sbox-dev_0LL7vekKM3.mp4
13 Days Ago
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13 Days Ago
Tags applied to items prefabs
13 Days Ago
Switch default era from None -> Unknown and add new "Any" era so we know what items are explicitly allowed in any era vs unassigned Add tags for era to item assets
13 Days Ago
Every item reserialized after adding era field & updating asset tags
13 Days Ago
Client compile fix
13 Days Ago
Improve item asset tags - `workbench0` - `workbench3` depending on crafting requirement - `craftable` for items that are craftable - {Category}Item for item category (WeaponItem, FunItem, etc) - `ItemDLC` for items that are dlc - `ItemRedirect` for items that are redirects of other items
13 Days Ago
Add era field for items (none, primitive, medieval, frontier & modern) - items default to "no era" - items in none will show up in all eras - items in lower eras will show up in higher eras - no eras assigned to items yet
13 Days Ago
WIP support for storing which NPC clothing loadout was active on a corpse, to support more accurate head bags and death screens when killing NPC's that change appearance via loadout (notably arctic scientists and scarecrows/murderers)
13 Days Ago
Conveyor shouldn't use static collider
13 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
13 Days Ago
Reference formatting tweaks https://files.facepunch.com/ziks/2024-10-19/sbox-dev_UakhR0G0Jj.png
14 Days Ago
Enable CollisionUpdateEventsEnabled on PhysicalCharacterController Body Cleanup DebugDrawSystem Add ballpit
14 Days Ago
RigidBody.CollisionUpdateEventsEnabled is disabled by default
14 Days Ago
PhysicalCharacterController : Auto create all components, auto hide them Tweak pressure/gib calcs Conveyor hack
14 Days Ago
Apply EnableTouchPersists on collider shape create Tweak MassOverride to not call MakeDirty
14 Days Ago
Leaderboard backup, run #14765
14 Days Ago
Some nicer description formatting for tooltips Show return value descriptions in action graphs Fixes Facepunch/sbox-issues#6636 Expose Sandbox.Achievement to TypeLibrary / ActionGraph Fixes Facepunch/sbox-issues#6637
14 Days Ago
14 Days Ago
Forward display info for return parameters
14 Days Ago
Remove QTE specific gameplay code. Rename functions.
14 Days Ago
Rename and refactor QTEEntity/SnakeQTEntity to WildlifeHazard/SnakeHazard. Rename entity prefabs. Manifest. Codegen.
14 Days Ago
Delete QTE folders and restructure.
14 Days Ago
Delete QTE related UI prefabs and code. Delete QTE related gesture setup.
14 Days Ago
Prevent crashes to do with removal of world entity (another method)
14 Days Ago
Merge from snakes
14 Days Ago
merge from Halloween24/ghost_sheet_fixes - fixed sheet exploding when mounting - other small config changes to help collision and mounting movement
14 Days Ago
adjusted some bc config values for max origin delta and collision cast directions
14 Days Ago
Iterate over Server Browser Last Played marker Also localize the string Disable 24BPP optimization for .png/jpeg loader This may or may not be causing issues for random players sometimes maybe?!?!?! when joining servers Delete -vpfix from studiomdl.exe Has unwanted sideeffects StudioMDL: Fix models with more than 65k vertices breaking up Merged some changes from CS:GO's studiomdl Add support for BONE_HAS_SAVEFRAME_ROT32 Fixed animations from newer mdl versions not playing in GMod Move default console position to the left a bit So it does not obstruct certain UI elements by default Fix "nav_blocked" event not being registered
14 Days Ago
setting length multiplier on ghost sheet BC controllers 1 across all states (stops exploding when mounting)
14 Days Ago
Dynamic and managed scene objects draw bounds properly Fixed TextBlock adding margins when it didn't need to TextRenderer GameObject gets bounds (so draws in the correct order)
14 Days Ago
Add multibounce ambient occlusion (but keep it disabled for now) https://files.facepunch.com/sampavlovic/1b1811b1/UckNYcRubO.png Adjust AO intensity, separate passes, add spartial/temporal passes, adjust thin compensation to become thickness
14 Days Ago
Fixed viewmodel renderers on non metal shields
14 Days Ago
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14 Days Ago
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14 Days Ago
Disable shield collider while the shield is on the players back
14 Days Ago
Stepping is more robust
14 Days Ago
Set D_WORLDPANEL properly when pushing and popping layers Fixes WorldPanel rendering regression sbox-issues/issues/6632
14 Days Ago
Removed unused avatar_menu_map vmap. Prevents downloading a bunch of cloud assets when creating a new project (such as USP_W)
14 Days Ago
Compile fix
14 Days Ago
Added support for multiple record modes: FrameInterval or Manual. Automate timeline playback, start recording and then end recording after timeline has finished. OnComplete now triggers after playback has finished, so we correctly pop up the output folder etc. Can now specify an initial timeline playback start time.
14 Days Ago
Move mirror component to work in progress