256,234 Commits over 4,018 Days - 2.66cph!

3 Years Ago
PathPlatformEntity moves smoother when switching nodes
3 Years Ago
TagEdit becomes TagPicker Added ability to get the cursor & selection info on LineEdit Horrible syntax highlighting code, will fix
3 Years Ago
Backup 2022/07/22 15:50:00 UTC
3 Years Ago
Harbors exterior lighting pass Added light switches to control the lights
3 Years Ago
Tweaks
3 Years Ago
Show asset counts on folders in asset browser list Hide folders starting with . Add TextEdit.Html Folder context menu Can set Widget.Layout directly, added Layout.Row(), Layout.Grid() etc Add AssetType.All Hack so Widget.IsPressed doesn't get stuck Clean up GridLayout usage Can Draw Pixmap with alpha Asset type filter improvements https://files.facepunch.com/garry/93252055-2617-4be4-9786-35aa2043397e.mp4
3 Years Ago
Spawnable static ents (incl. chairs and desks)
3 Years Ago
molotov liquid shader back for Bill to test
3 Years Ago
Mounting & sound fixes
3 Years Ago
renamed flashbang to correct view and world naming system, recaled 2.5x, tweaked glass material, added powder inside on view, lods 0 and 1, tweaked normals
3 Years Ago
Remove old code
3 Years Ago
Only give weapons using GiveAll command if player does not already have that weapon Clean up the inventory system for Boomer and implement Q to switch Merge branch 'main' of sbox-boomer
3 Years Ago
3 Years Ago
Account for sunlight when resampling
3 Years Ago
Ferry pooling fixes
3 Years Ago
Proper spawn management
3 Years Ago
Cargo Pants FULL, Maya, Substance, Zbrush and Fbx, bakes and texture files included.
3 Years Ago
Fix tool.minimal template Tool addons reference base tools addon
3 Years Ago
Allow head look when mounted on invisible static chair & secretlab chair
3 Years Ago
Added Friction property to Hinge and Slide constraints Warning fixes
3 Years Ago
Both toilet prefabs now use updated chair settings.
3 Years Ago
Updated more chair prefabs to allow upper body gestures. Setup generic chair mount sound definition to use across chair prefabs. Disabled gibs for invisible static chair.
3 Years Ago
Add Rider as a code editor (thanks @peter-r-g), I didn't test it but it's just the same as the VSCode one with different regkeys so it should be fine, & clean up some duplicate code around code editors too For default code editor pick VS > VS Code > anything that is installed
3 Years Ago
Fix touch events collision filter exclusion where it needed both entites to have touch events off Fixes Facepunch/sbox-issues#2046
3 Years Ago
Minor headlights setup edit
3 Years Ago
Allow mixed shadows to resample at a different ratio
3 Years Ago
Set up the more advanced separate forward/backward headlights
3 Years Ago
reduced texture sizes on poweder
3 Years Ago
tweaked flashbang glass transparency and metalness, added power mesh with tiling material for viewmodel and lod0, will add something to the opaque material
3 Years Ago
Fixed mixed shadow resampler too
3 Years Ago
import settings change for lever
3 Years Ago
Train Control Lever Setup
3 Years Ago
Semi-fixed the locomotive headlight spotlight behaviour
3 Years Ago
Fixed locomotive fuel storage being hard to access (sometimes showing interaction without the interaction working)
3 Years Ago
Backup 2022/07/22 09:50:00 UTC
3 Years Ago
Move resampler to shadow cache
3 Years Ago
Add vswhere nob head
3 Years Ago
Removed some old trail connection points from trainyard that no longer make any sense
3 Years Ago
Added a note to the comment re not using ClientInit() for the particle setup.
3 Years Ago
I have attained the truly correct way to handle particle systems and implemented it here. Here is a handy guide to the following difficult situation, which I've also pasted into a new block comment in ParticleSystemContainer: - You have a Particle System that you want to be on sometimes, and off at other times. e.g. Smoke from an engine that emits while the engine is running. - You want the Particle System to be culled (ParticleSystemCull) or LOD'd (ParticleSystemLOD) at a certain distance. Here is the setup you need: - Use a ParticleSystemContainer and control your particle systems from there, not directly. - Set your ParticleSystemCull/ParticleSystemLOD scripts to Play On Show TRUE. - In your parent entity, immediately call Stop() or Play() on the ParticleSystemContainer in ClientOnEnable(), as desired for the particle's current state. This gets everything into the right initial state. From there, things should work correctly.
3 Years Ago
Initial fix for shadows not upsampling once downsampled
3 Years Ago
Fixed client compile
3 Years Ago
Add managed resource type for animation graphs Allow HAnimationGraph to be networked. Set animgraph from managed using animgraph resource. Fix animgraph returning junk resource name Internal Model.Get return null for invalid IModel Return animgraph of model if we haven't set an animgraph on the entity
3 Years Ago
Backup 2022/07/22 03:50:00 UTC
3 Years Ago
CodeEditor out of Sandbox.Engine to tools addon, editors are implemented with ICodeEditor Reimplement Visual Studio with ICodeEditor and use vswhere to get Visual Studio install with .NET installed more reliably VSCode editor support - when active, solutions make a .code-workspace with the right omnisharp bullshit Default code editor is Visual Studio, if that's not installed VSCode Editor preferences window Add Code Editor to Editor Preferences Restore File / Open Solution Add default addon location to editor preferences, default to `%UserProfile%/Documents/S&box Projects` ErrorList.ReportCompilerDiagnostics should be static, this way we catch errors even if our widget isn't open
3 Years Ago
Changed interaction sounds for wagon storage + crates and coaling tower storage.
3 Years Ago
Return animgraph of model if we haven't set an animgraph on the entity
3 Years Ago
Use a prefab variant for the fuel wagon, so that it can have unique open/close sounds
3 Years Ago
CodeEditor out of Sandbox.Engine to tools addon, editors are implemented with ICodeEditor Reimplement Visual Studio with ICodeEditor and use vswhere to get Visual Studio install with .NET installed more reliably VSCode editor support - when active, solutions make a .code-workspace with the right omnisharp bullshit Default code editor is Visual Studio, if that's not installed VSCode Editor preferences window Add Code Editor to Editor Preferences Restore File / Open Solution Add default addon location to editor preferences, default to `%UserProfile%/Documents/S&box Projects` ErrorList.ReportCompilerDiagnostics should be static, this way we catch errors even if our widget isn't open
3 Years Ago
Allow HAnimationGraph to be networked. Set animgraph from managed using animgraph resource. Fix animgraph returning junk resource name Internal Model.Get return null for invalid IModel