255,048 Commits over 3,990 Days - 2.66cph!

33 Days Ago
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33 Days Ago
Fix tiger anim pops when sleeping and roaming
33 Days Ago
Moved indirect diffuse and specular lighting to their own fullscreen pass instead of being calculated during the GBuffer pass
33 Days Ago
Add `delete_populations <name> <name2>` command to delete all entities inside a spawn population Add `delete_all_populations` to delete all entities inside every spawn population
33 Days Ago
merge from garage_door_wire_fix
33 Days Ago
speculative fix for wires going towards origin when placed on garage door after open/close cycle
33 Days Ago
Increased ballista textures aniso level, less blurry in first person view
33 Days Ago
primitive -> 4ShotMiniCrossbow
33 Days Ago
Ballista: Fixed reloading while aiming feeling choppy Improved the client prediction Broke the audio tho, needs more work
33 Days Ago
Imported Pies World Model FBX Setup a Basic Pie World Model Prefab
33 Days Ago
Updated Pie Materials and Increase Pie AO Texture Map
33 Days Ago
merge from primitive -> aux2
33 Days Ago
Add GameSettingsEntry.Default since we'll want to give the controls default values
33 Days Ago
merge from primitive_gm -> primitive
33 Days Ago
Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup
33 Days Ago
Fix NRE on server startup by removing the balancing of spawn population weights - trust that the convars will be set early enough in startup - worst case the weights will even themselves out as players consume resources
33 Days Ago
merge from primitive -> primitive_gm
33 Days Ago
Remove unused max walking speed
33 Days Ago
- Cleaned up siege tower ramp colliders - Ensured transition onto siege tower ramp and into the door are smooth
33 Days Ago
Added tiling reinforced glass material. Removed baked AO from battering ram door.
33 Days Ago
Update: ServerDemoPlayer - now loads a save associated with the chunk Doesn't actually move the player entity, but it's there. Will investigate what I'm missing next. Tests: played back demo, saw logs confirming spawning of 330 entities from save, and saw player entity in the world.
33 Days Ago
Rotated Crossbow worldmodel again
33 Days Ago
Bugfix: FullDemoServer - properly drop packets that were recorded before initial world save Still not sure if it's the best option, as I worry we might miss a couple packets. Alternatively could just clamp timestamp to 0. Tests: Played back the server demo - managed a full playback(previously it was stuck at start)
33 Days Ago
Added right click method to print out npc vending orders into a nice text format
33 Days Ago
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
33 Days Ago
Updated FGD files Remove redundant category from npc_tf2_ghost Minor cleanups Fixed Entity.DoNotDuplicate not affecting saves properly Do not save singleplayer tool ghost in saves Restore CameraProp's keybinds on level transition This really needs to be done for all tool entities
33 Days Ago
Baseline
33 Days Ago
Ensured the rest of the siege towers are in the correct bundle
33 Days Ago
Updated deprecated CPanel calls (#2184) * Made NumSlider automatically pick the convar value. * Added PropSelect method to controlpanel. * Replaced "AddControl" with non-deprecated code. * Added dedicated method to select rope material. * Various fixes to suggestions * Minor changes * Minor clean ups * Fix Balloon tool having broken model selector * More cleanups * Added ControlPanel:ComboBoxMulti --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
33 Days Ago
Ensured siege tower is in the correct content bundle
33 Days Ago
Added missing label to siege tower (was preventing it from being picked up on manifest build)
33 Days Ago
Added SoundscapeTrigger.Volume so you can control the volume of a Soundscape from the component Added more property/enum docs to SoundscapeTrigger and gave TriggerType entries [Icon]
33 Days Ago
Updating battering ram hardware rig
33 Days Ago
Added separate reflection modulation support to the environment volumes
33 Days Ago
Add placeholder sounds for the tiger
33 Days Ago
Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async
33 Days Ago
Fixed a bug where calling GameObject.GetPrefab could network spawn game objects. Never network spawn game objects if its scene is a PrefabScene. Merge branch 'master' of sbox New Clothing - Headphones https://files.facepunch.com/daniel/1b2011b1/0OyFzoEgI6.png LODs and Human aswell CommandList.GetRenderTarget with SizeFactor, don't allocate DepthTexture for it since it's not being used anywhere yet Overlay is considered a game layer since it draws to color, fixes depth prepass for overlays, remove overlay prepass from renderpipeline_standard Optimze Pixmap.FromTexture (don't swizzle the format 3 times) 4096x4096 339ms -> 115ms 2048x2048 90ms -> 50ms 1024x1024 20ms -> 10ms Bottleneck is going to be the data read from GPU -> CPU, not much else to do Fixed an issue where FromHost sync vars could get stomped. Optimized delta snapshot updates - we no longer need to even try to process networked objects we don't own. Fixes Facepunch/sbox-issues#7261 Security check in snapshot processing - don't process snapshots we receive for an object if the source connection doesn't own it and isn't the host Force add compiled VR menu scene Stop "Create Sound Event" pranking people by opening to the wrong directory, resolves Facepunch/sbox-issues#7421 Move VRSceneSwitcher + add warning and move back to OnAwake, recompile main menu In VR, menu defaults to having VR tag enabled Merge branch 'master' into jsonfree-clone
33 Days Ago
Update: SaveRestore - separate save-to-stream processing from main loop - Done every end of frame This made it problematic in editor, as our regular saving loop is disabled by default in editor. Tests: recorded full server demo with 1 min chunks - saw the saves being generated for each chunk
33 Days Ago
In VR, menu defaults to having VR tag enabled
33 Days Ago
More art progress Add some colour tint and expand art
33 Days Ago
Reduce tiger speed as it was too fast most of the time, fix hurt anim not playing, add very basic placeholder hitboxes
33 Days Ago
Move VRSceneSwitcher + add warning and move back to OnAwake, recompile main menu
33 Days Ago
Clean: FullServerDemo - separate benchmarking code to a partial class Tests: editor compile in Client, Client+Server and Server modes
33 Days Ago
Buildfix: don't leak server-only callbacks for IDemoProcessor Tests: compiled in editor in Client mode
33 Days Ago
Fix example in comment
33 Days Ago
Reassign tiger skeleton bones
33 Days Ago
Forward OnDied to entity component
33 Days Ago
Bugfix: FullServerDemo - record server info in editor - Removed previous static globals Reimpelemented via IServerCallbacks so that we have 1 point of modification instead of multiple Tests: Recorded a session on Craggy in editor - generated json had the data
33 Days Ago
Stop "Create Sound Event" pranking people by opening to the wrong directory, resolves Facepunch/sbox-issues#7421
33 Days Ago
hedge shears prop