256,243 Commits over 4,018 Days - 2.66cph!

3 Years Ago
Extended the locomotive coupling points a little further out from the main model
3 Years Ago
Backup 2022/07/27 03:50:00 UTC
3 Years Ago
If we collide with a static, make sure we use that as the hit surface so volume is lower
3 Years Ago
Do not allow dropping content into items that are inside locked containers (e.g. adding water to a water jug inside a locked container).
3 Years Ago
Fixed NRE in StopSounds if wagon was destroyed while unloading
3 Years Ago
Only call VPhysicsCollision once, in C# we play sounds for both surfaces Remove VPhysicsCollision for CWorld so it uses base VPhysicsCollision Don't play hit surface impact sound 20 units down, assuming this was a test that was never removed
3 Years Ago
Update the loot crates when the loot wagon is unloaded, to not say the bit about taking it to trainyard
3 Years Ago
WIP connection point details on the nexus map Fix look rotation is zero messages more Fix ferry only wanting to travel to full servers
3 Years Ago
Remove surface property editor, we don't use this tool anymore
3 Years Ago
Restore utility page
3 Years Ago
Remove break sounds from physics game system, nothing calls this on the native side and we should be doing break sounds on the managed side anyway
3 Years Ago
Don't show Open interaction from the wagons anymore once they're empty
3 Years Ago
Remove native info_particle_system - we have this in C#
3 Years Ago
Don't set gamemode convar on launcher's SetActiveConfig
3 Years Ago
Prefab to make lines that connect between each slot
3 Years Ago
Only bring over data seed in Development
3 Years Ago
Changed some locomotive and workcart cabin lights to be based off whether the engine is on, instead of the headlights state
3 Years Ago
Hooked locomotive cabin lights up to headlights as well
3 Years Ago
Enabled GPU instancing on light mats, set up locomotive instrument panel emissive to turn on/off with headlights
3 Years Ago
Increased maximum length of replicated string variables to 1024 characters, will allow 4x as many server assigned radio stations
3 Years Ago
Increased size of radio station picker UI
3 Years Ago
Development environment switch for web (#1) * Endpoint configuration * Don't generate these keys for these, we set them explicitly * Consider fk constraints to allow new schema creation * Refresh blob upload endpoint * Live/dev switch + fixes to accommodate new db creation * Don't need this anymore * Cleanup * Preset configs are fields instead of getters * Update dev config * No more need to manually set dev environment * Don't need this log in dev env * Simple data seed for new local dbs * Select the right local db when seeding * Dev environment utility page * StringPool data seed * Select Unknown when inserting score for non per map ranks EF Core breaks with FK relationships id as 0.. for new dbs auto increment from 1, and explicitly grab the string we want here * Add leaderboard game with ranks to data seed * Update data seed * Blobs upload to a subdir in dev env * Update config * Fix compile error * Simplify the development environment check * Cleanup, safety check * Fix error on data seed * Fix data seed error * Bit of cleanup * Add back development top bar * Temporary caution
3 Years Ago
Temporary caution
3 Years Ago
Should fix exception when saving score Ignore trying to update a closed session Fix asset list with negative skip/take Added simple search Merge branch 'master' into dev-env Add back development top bar
3 Years Ago
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3 Years Ago
Fix error on data seed Fix data seed error Bit of cleanup
3 Years Ago
basic setup for flash effect
3 Years Ago
Make compile errors from publishing report to error list, catch this and report it properly on the publish window. Also make tool addons report to error list properly.
3 Years Ago
Merge from modding_prefabs
3 Years Ago
Merge from main
3 Years Ago
Fixed game not uploading
3 Years Ago
Unloadable start/end sounds Fuel wagon hatch sounds
3 Years Ago
Fixed NRE on OrePalneRenderers
3 Years Ago
Re-enable TargetEntity in Feedback reports
3 Years Ago
Set up the updated ore hopper FX
3 Years Ago
shockwave addition test
3 Years Ago
hooked up flashbang effects/sound
3 Years Ago
Correct box hit algorithm for tiled light builder
3 Years Ago
Initial work for tiled light sorter Remove constant buffer transform code Fire tiledlightbuilder compute shader on views Iterate shader structure for tiled rendering, remove remaints of constant buffer transforms Evaluate cubemaps and lights on compute shader Allow for struct types in generic buffers in VFX Properly index lighting and envmap info on tiled light buffer https://i.imgur.com/5141J1x.png Revert "Fix normals for valve standard shading" This reverts commit 29c62c8422ec364a9acb104da4bc58a12e0ea8ae. Tiled lighting for envmaps and lighting on standard shading model 🏃‍♂️💨 Use 128 lights for clustered instead of 256 Double the perfomance of tiled light build job Pass radius of light to shader so we dont need a sqrt operation on culling Sample shader to visualize tiled rendering Revert "Pass radius of light to shader so we dont need a sqrt operation on culling" This reverts commit 62ca1b89275c339f2db357781ab9cab0f6a8d525. Fix driver crash on Nvidia Fix 'LightSim_MaterialTint has inconsistent value' warning Put tiled code on vr_lighting Much simplify sphere and box intersection tests, add bounding area for nearby tiles Tiled rendering for valve standard shading tiled rendering for envmaps on valve standard shading
3 Years Ago
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3 Years Ago
Include prerelease versions of Visual Studio when looking with vswhere Fixes Facepunch/sbox-issues#2058 Accidentally removed 1 line too many, fixes non-tools not opening
3 Years Ago
Flashbang boom draft/placeholder
3 Years Ago
flashbang logic and line of sight checks reduce flash effect if air bursted reduce flash by 75% when looking away
3 Years Ago
Backup 2022/07/26 21:50:00 UTC
3 Years Ago
Increase collision boxes on ammo making easier to pickup
3 Years Ago
Boomer Chat box
3 Years Ago
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3 Years Ago
Temp working files backup
3 Years Ago
Remove some obvious dead code and unused stuff from gameinfo.gi, update the DeveloperHelpURL to the wiki Get rid of -toolsonly, didn't launch anything and our tools are so integrated with the editor it doesn't make sense Remove GameUI interface Cleanup native tools menu bars to match our C# editor, I'd do this entirely in C# but we don't have interop on every tool
3 Years Ago
Delete complicated / hacky pane modes from Hammer map views ( Game, Asset Browser, Object Properties, Entity IO ) Create a dock widget below the Hammer viewport for the asset browser Create the new C# asset browser in Hammer, quite a few things work already with no effort :o Reimplement the Hammer pane embedded asset browser as a dock widget, tabify it at the bottom alongside our new C# one, always show the legacy first (for now). And in general tidy up / simplify the implementation of this Add these asset browser dock widgets to the View->Toolbars menu Need to setObjectName on these so they saveState properly Remove QHeaderView from asset browser grid layout, not useful takes up a shit load of space Legacy asset browser icon sizes match our new asset browser icon sizes, makes the medium icons actually usable in embedded browsers Don't bother showing the new asset browser at all in Hammer, have it opt in from View -> Toolbars so we can get some proper feedback on it Asset browser dock widgets collapse properly on ToggleAssetBrowserDockWidget command Add ToggleAssetBrowserDockWidget command to Hammer that does exactly that, default key bind Alt + A Cleanup HammerAssetBrowser class location, move OnAssetHighlight / OnAssetSelected that inspect / open in editor to MainAssetBrowser Setup default locations for Hammer dock widgets a bit better, open selection sets by default but tab them next to the Outliner since you're going to be using one or the other and not both. Give asset browser dock widget a sane default size Default Hammer map view port to single 3d pane since thats what 90% of people use all the time