254,767 Commits over 3,990 Days - 2.66cph!
Era restrict nail gun, pistrol ammo, revolver and waterpipe shot gun - Removed from primative gamemode
Conform crocodile x-axis (roll) rotation to slopes, as even though it looks odd with tall animals it looks natural for them
Throw if attempting to clone invalid gameobject
Ballista projectile refactor, we now use the Projectile class (wip)
Pitchfork tweaks
ParameterNodes in a Subgraph without a name will be treated as constants and will not be exposed as inputs
Interpolate value on query instead of every frame based on last update time
Hierarchy: Exiting search expands to new selection, resolves Facepunch/sbox-issues#7453
TreeView.RecursiveLayout compares TargetObject correctly, fixes TreeView.ScrollTo
renamed unclear player ragdoll param force->velocityOverride
* Fix text rendering by converting LineStrip topology to Lines
* Allow world-positioned but screen-aligned text like DDraw.Text
* Implement distance fade effect
Make sure all components captured by UndoScope are valid
Pass info back through CreateGameModal, can select map and maxplayers
fixed BillBTestMap
- got rid of old mockup towables
- painted ocean topology on bring the water back
Don't process implicitly created components in PostClone
sbox-issues/issues/7459
Made the deferred decals work with the new environment volume system
Merge main into spatially_aware_env_volumes
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Fixed bottom siege tower drawbridge not having sound
Capture shadow mode setting
Add SteamUgc
Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
Add utils to upload a clothing item to the workshop, create a transient directory to store item contents, delete once we're done with it, use item icon
Fixed SetItemContent not working properly, store WorkshopId in Metadata on upload
Open our workshop item in browser upon a successful upload
Added bespoke publish step for workshop eligible assets, much better flow, reverted my changes to AssetPublishWidget
Make Open in Workshop button actually clickable
Try to make the publisher step page a bit nicer (https://files.facepunch.com/tony/1b2711b1/sbox-dev_tO2pzRvJhu.png)
Rename and move ClothingUtils file
Minicrossbow ClientInit NRE fix
Subtracting previous shoreVector fuckery
Bump navmesh agent ground trace distance even more
Push menu scope in Game.Overlay
Switch GameSettings to CreateGameModal
Fixed TerrainTexturing.Instance not being updated in Setup()
fixed horse ragdoll not updating horse pos/rot in builds
Console autocomplete now works for commands prefixed with "sv"
Single plant pot
lods and materials
have yet to setup scripts
reset saddle eye easing values when mount state changes
Fix NRE and undo for MaterialDropping
Refresh PrefabCacheScene when prefabfile is reloaded/changed
Fixes sbox-issues/issues/7458
Revert Playground scene, added Playground_Horses
Set horse MaxVelocity overrides, fixes the entity_distance rejects when shooting at a player riding a horse
Fix checking if open AG view matches given graph
Facepunch/sbox-issues#7443
Rename and move ClothingUtils file
Add ConVarFlags.GameSetting
Add internal TypeLibrary.GetMembersWithAttribute<T>
Add EditorUtility.CreateTypeLibrary( CompilerOutput[] )
Publisher: after compiling a game, create new TypeLibrary, load in the game's assemblies, and search for ConVars marked with ConVarFlags.GameSetting, include in metadata when publishing
Add GameSettingsEntry.Default since we'll want to give the controls default values
Implement GameSettingsModal
Add LaunchArguments.GameSettings, apply them when saving new game settings from menu, and run them when we've succesfully opened a game
Icon support for game settings dropdown options, use SwitchControl instead of Checkbox
Add Reset to Default button in GameSettingsModal
Better looking DropDown, reduced default max range, restore saved launch arguments when re-opening modal
WIP refactor
* Allow MovieClip to be a resource, so doesn't reference GameObjects directly
* Make MovieTrack more general, to support action blocks in the future etc
* MovieTrack stores compiled version of curves / constants, so fast to read and doesn't assume anything about how the data is created in the editor
Simple movie maker test scene
Getting things working again
Test with QuadraticInOut easing
Basic demo of a .movie resource
Make it easy to retarget a .movie in a scene
https://files.facepunch.com/ziks/2025-01-25/sbox-dev_OOMXIyOyis.mp4
First pass at drawing curves for each track
https://files.facepunch.com/ziks/2025-01-26/sbox-dev_L4KcsdWKxm.mp4
Track curve tweaks
Move curve drawing fixes, support booleans
https://files.facepunch.com/ziks/2025-01-27/sbox-dev_szjSGXh5Ck.mp4
Fix saving to resource rather than embedded
Make scene mapping serialization deterministic
Show thumbnails for resource values in the timeline
https://files.facepunch.com/ziks/2025-01-27/sbox-dev_4BvLH82u6x.png
WIP make track groups collapsible
Expand / collapse nested tracks
https://files.facepunch.com/ziks/2025-01-27/sbox-dev_SuwPHb2RtY.mp4
Make track preview rendering more flexible
Scene reproducing Facepunch/sbox-issues#7443
Merge from train_tunnel_altitude_2
Texture update for ballista
Merge from train_tunnel_altitude
Added EnvironmetnVolumeCheck to cliff_coastal
added printbinds command to print all your binds to the console
- decrease acceleration when swimming
- increase land sprint speed
- charge when injured
- fix swim sprint anim playing briefly sometimes when not sprinting
- submerge more when swimming