254,767 Commits over 3,990 Days - 2.66cph!
Merge from media_projects
Don't give everything a zero'd workshop id
Filter out certain nodes from GetRelevantNodes so they can't be created from Right Click Menu
split the magazine from the rifle for the world model
Ensure all input fields are generated properly when doing Right Click -> Create Custom Node
Create Custom Node will no longer create duplicate inputs when multiple nodes within share the same one input
Remove some debug stuff
Don't show "Create Custom Node" when selection includes a function or material output node
Set Asset's WorkshopId correctly
Cleanup, removed separate upload stage, just upload to the workshop no matter what (if we're an eligible item)
Can now Right Click -> Create New Node from a selection of nodes to create a Subgraph (similar to ActionGraph)
https://files.facepunch.com/CarsonKompon/2025/January/28_12-16-PortlyKid.png
Right Click -> Create Custom Node now creates the newly created subgraph node in-place and re-assigns all the connections
https://files.facepunch.com/CarsonKompon/2025/January/28_15-03-HumiliatingPlatypus.mp4
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Get rid of Facepunch.Steamworks ISteamUgc
Implement our own SteamUgc wrapper, with our interop
Implement ClothingUtils using new API -> Haven't cleaned this up yet
Hammerhead bolt, does explosion damage to doors only
Hitting players will temp ragdoll them
Reverted BaseEntity.Parenting change from
111863, not intended
Ballista incendiary bolt now creates a world model on impact
BasePlayer-Projectile: on impact, we now create the projectile world model before running the projectile item mods
Fixes projectiles world model asserting when trying to parent themselves to a destroyed entity (a fire arrow landing on a twig wall for example, the radial damage mod was destroying the wall)
Update RapidJSON to the latest version
Improve JSON function compliance with the JSON spec
util.TableToJSON - math.huge keys now become "Infinity" instead of "inf"
util.JSONToTable - Handle NULLs in arrays, convert boolean looking keys ("true", "false") to booleans if this behavior is not disabled by the 3rd argument
Minor optimization for util.TableToJSON
make lua_run entity keyvalues case insensitive
Copied spine avatar settings from main
Restore `ScreenText` functionality. FastDDraw has reached feature parity with DDraw. 🎉
Revert 'rock formation huge e' materials back to what they should be
Add comment to reference rewiring
Fix head pop, but had to disable the head look, need to find a way to order proc anim on spine and neck properly
Incendiary bolt, doesnt spawn its world model on impact for now
Handle cloned references to the prefab root when root is referenced from list or other nested properties.
Fixes: sbox-deathmatch/issues/100
Fixed siege tower projectile and projectile scale issues (wrong hashes being generated due to duplicate names even though they had different parents)
Wrote scripts for:
- Resetting box collider transform but retaining position in centre & bounds of the collider itself
- Resetting box collider scale but retaining position in centre & bounds of the collider itself
- Resetting box collider rotation but retaining position in centre & bounds of the collider itself
detatch tow when horse swims
Remove duplicate Forward() and remove DepthNormal fallback
Put mode fallbacks on materialsystem init instead of gameinfo
Added walking bee model, textures and materials
natural beehive
world model LODs
materials and textures
Replaced old camera-based environment volume indirect lighting code with new spatial version
Cleanup mp5 grenade
Make scorch work everywhere
Add proc anim to croc tail
merge from primitive/gameplay
Redo track previews to be block based
https://files.facepunch.com/ziks/2025-01-28/sbox-dev_rUDi5nRQQY.png
Update example movie
Add Mode fallback, used for both using Depth() as a fallback if shader doesn't have DepthNormal() and to move VrForward() to just Forward()
VrForward > Forward, reverse fallback so that old shaders with VrForward use that still
TextureParameterNodes throw errors for name conflicts
Nested ITextureParameterNodes are resolves properly. Textures are now saves with DefaultValues in SubgraphNode.
Re-added debug capsule rendering 💊
Add DebugOverlay.Model
Add DebugOverlay.GameObject
Initial single plant pot setup
Remove walker log
Fix missing hud component
Add SSAO
Tripmine placement ghost
Switch to use texture icons