255,647 Commits over 3,990 Days - 2.67cph!

30 Days Ago
merge from primitive
30 Days Ago
autoturrets can now use all bow types, baseline balance
30 Days Ago
Improved undo system (#1775) **Goal:** Move away from snapshotting whole scenes as much as possible. Get rid of edit log, mouse up hack and other stuff. The documentation for the new system serves as a nice summary for the API changes added in this PR: https://docs.facepunch.com/doc/scene-undo-system-d4mhnmtil1 Changes: - Fixes a third of our undo actions, which were partially or completely broken - Removes EditLog and replaces it with scope based undo system. - UndoScopes define what objects and events are captured for undo. - Internal system automatically generates a minimal snapshot of all changes made and restores them on undo/redo - Full Scene is only captured when an Gameobject or Component is deleted. - This should make the new system faster and "snappier" - Removes the mouse up/undo accumulation hack; By adding `StartEdit/FinishEdit` events to our `ControlWidgets` & `SerializedObject`. Obsolete: - ISceneEditorSession.AddSelectionUndo & SceneEditorSession.OnEditLog - ISceneEditorSession.OnEditLog & SceneEditorSession.OnEditLog - ISceneEditorSession.RecordChange & SceneEditorSession.RecordChange - SceneEditorSession.PushUndoSelection - SceneEditorSession.FullUndoSnapshot - UndoSystem.SetSnapshotFunction - UndoSystem.Snapshot - GameObject.EditLog - Component.EditLog Resolves [#4477](sbox-issues/issues/4477)
30 Days Ago
Prototype swimming, reduce head turn range
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Make track preview rendering more flexible
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Translate constructable blocked by vehicle message
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EditorEvent fires whenever a subgraph is updated, reloading any open windows that reference the subgraph
30 Days Ago
Prefix undoscope functions with `With` Fix transforms being undone twice when restoring scene hierarchy on undo/redo Fix propertyeditstart/propertyeditfinish events on rotationcontrolwidget Fix undo for multi selection
30 Days Ago
Ballista hits progress.
30 Days Ago
Fix GraphCompiler pulling the cached input results from other graphs during preview compilation Add IParameterNode.GetDefaultValue(), used to pre-populate inputs on created sub-nodes Require input names on subgraphs, error when any are matching. Subgraphs within subgraphs now working as expected
30 Days Ago
Fixed SetItemContent not working properly, store WorkshopId in Metadata on upload Open our workshop item in browser upon a successful upload
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30 Days Ago
Merge from train_tunnel_altitude
30 Days Ago
Merge from primitive
30 Days Ago
merge from primitive
30 Days Ago
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
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merge from main
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merge from Anisotropic_Horse_Materials
30 Days Ago
merge from primitive
30 Days Ago
Converted horse materials to standard anisotropic
30 Days Ago
merge from primitive
30 Days Ago
Fix issues with graph nesting evaluation Fix attributes from parent graphs not being pulled in all cases. Do not expose parameters/attributes from subgraphs in final shaders
30 Days Ago
Modify recast/detour deacceleration logic to prevent overshooting of agent target position Add documentation for Acceleration property. Bump default acceleration.
30 Days Ago
Remove math.IsNearlyZero Remove useless panels from Game tab in Options Remove redundant argument from CPanel:NumSlider calls
30 Days Ago
Merge from main
30 Days Ago
Fixed some compile warnings more warning fixes Fixed max player speed not being set in a certain case When holding your +wal slow walking key, and Player:setCanWalk being set to false Pull Request: Removing deprecated calls to AddControl Remove redundant arguments given to CPanel:NumSlider Fixed console warning when opening Options menu Warning about missing vgui/crosshair_bg
30 Days Ago
Tweaked ballista shooting point, easier to aim
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Add SteamUgc Asset ProjectConfig can hold a WorkshopId, start working on adding this to the publish widget
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fixing ballista fire anims overshooting issue
30 Days Ago
Tweaked catapult deployment so deploying it on a cliff is easier
30 Days Ago
ballista weapon anim updates, added ballista mount anims
30 Days Ago
Updated deprecated CPanel calls (Continuation & Conclusion) (#2194) * Updated the rest of deprecated AddControl. * Removed SetDefaultValue from AddControl * Used ToolPreset for the Post Processing UI * minor changes Remove unnecessary parameter from Panel:NumSlider Undo unnecessary changes --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
30 Days Ago
Fixing skinning for ballista mount rig
30 Days Ago
Fix NRE in PostClone
30 Days Ago
Added defines for each indirect lighting flag
30 Days Ago
Make sure Result node returns default values when evaluating material/pixel output Ensure all variables/attributes are defined properly by changing some order. Fixes shader compile errors.
30 Days Ago
Bump nav agent ground trace distance
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Add r_gpu_decals toggle
30 Days Ago
Update decals test scene
30 Days Ago
Fixed indirect lighting for materials that used the Only GI rendering path
30 Days Ago
FastDebugDraw: Established compatibility with the current DDraw system (fixed)
30 Days Ago
FastDebugDraw: Established compatibility with the current DDraw system
30 Days Ago
updated minicrossbow viewmodel and world model rigs with latest weapon mesh and updated viewmodel prefab material paths
30 Days Ago
Reduce foot sliding, rebuild manifest, fix charge
30 Days Ago
Skin applies new decals (uses non-shared rendering path so Decals::Apply has to be inserted here) https://files.facepunch.com/matt/1b2711b1/sbox-dev_PM9LtJUEwM.png Build shaders
30 Days Ago
Updated Textures LODs and guidemesh for static ballista