252,834 Commits over 3,990 Days - 2.64cph!

8 Days Ago
Merge from /main
8 Days Ago
Added ability to inject custom impact effects - Supports client predicted effects and server effects - Supports various types of position offsets - Supports various types of normal orientation - Supports overriding returned effect path
8 Days Ago
Cerry-pick BufferMemoryBase, CommandMemoryBase and InstanceMemoryBase
8 Days Ago
Loop fix
8 Days Ago
Merge from /main
8 Days Ago
Guide mesh change
8 Days Ago
Added Consume server RPC to food entities. Inital OnInput for food held entity, trigger eat when you press reload for now. Don't belt-eat food items that have an item mod and valid entity prefab. Added BlockBeltSelect virtual check to ItemMod. Codegen.
8 Days Ago
8 Days Ago
Hammerhead impact
8 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 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 Push menu scope in Game.Overlay Switch GameSettings to CreateGameModal Pass info back through CreateGameModal, can select map and maxplayers
8 Days Ago
Update FGDs to include gmod specific additions rollermine spawnflag, beam_spotlight SetColor Prevent singleplayer tool ghost from saving in saves as a prop gmsave.SaveMap now respects Entity.DoNotDuplicate fully Update gmod.code-workspace Merged Pull Requests * Use render.PushRenderTarget instead of render.Get/SetRenderTarget * Main menu news panel now has rounded corners * Added ability to copy sandbox tool class names via right clicking Pull Request - Improve skypaint matproxy performance Do not crash with "bad inline model number", show a warning Pull Request: Replacing CPanel:AddControl calls from Sandbox Pull Request: Do not penalize full servers in the ranking Since we now have a way to queue to join the server if its full it makes even less sense to penalize them. Pull Request: Micro optimization for ents.FindByClassAndParent Increase MAX_MAP_BRUSHES from 16384 to 65535 Expand "Map %s is missing" disconnect in the other place too It wasn't displaying the info about cl_downloadfilter. Display HTTP error when FastDL fails and its not a 404 Fixed the game not downloading maps if bz2 version exists locally Unify how ITex/IMat:GetColor pushes color to Lua Merged Pull Requests * Do not display effect rings with Gravity Gun equipped * Update jQuery and reduce reliance on it in main menu, as well as lazy load images * Added math.IsNearlyZero and math.IsNearlyEqual Fixed some compile warnings Merged Pull Request: New Color methods * Added Lua implementations of HSVToColor & HSLToColor for higher performance and ensuring it has the color meta table * Added HWBToColor * Added COLOR:ToHWB() * Added COLOR:GetHue, SetHue, AddHue * Added COLOR:GetSaturation, SetSaturation, AddSaturation * Added COLOR:GetBrightness, SetBrightness, AddBrightness * Added COLOR;GetLightness, SetLightness, AddLightness * Added COLOR:GetWhiteness, SetWhiteness, AddWhiteness * Added COLOR:GetBlackness, SetBlackness, AddBlackness Remove math.IsNearlyZero as it is just too similar to math.IsNearlyEqual Fixed bone manipulated entity's render bbox exploding For some models (probably with procedural bones?), if bone manipulated, the renderbounds can explode drastically due to bones that are "unreadable", negatively affecting shadows as well. Read kb_act.lst from MOD Added Entity:Alive
8 Days Ago
Update screenspace_general shader with some CS:GO features Removes $X360APPCHOOSER (Use $VertexColor) Adds $VERTEXSHADER Added most CS:GO params except for C4* and C5* params Restored "JellyFish" shader Compiled shader files Added CTakeDamageInfo:Set/GetWeapon() FireBullets sets the inflictor to the weapon firing the bullets for HL2 weps Base weapons SetWeapon on CTakeDamageInfo Also set correct inflictor where necessary, such as NPCs shooting weapons More corrections for damageinfo weapon/inflictor HL1 weapon inflictors/weapons Enable sv_parallel_sendsnapshot by default. Display a warning when async file read operation tries to read OOB Prevent .ani files from loading if they would crash the game i.e. if the .ani file does not match the model it supposedly is for Remove debug code from C_BaseFlex::SetupWeights CTriggerWateryDeath applies correct inflictor/attacker Damage scaling based on skill convar only happens from NPC damage in GMod Merge Pull Request More spawnmenu localizations Remove redundant category for npc_tf2_ghost Merge Pull Reqeust Use an already existing local variable in toolgun HUD, instead of re-retrieving mode Added "starlayers" to env_skypaint in the FGD Also mention the skybox texture name requirement in the description.
8 Days Ago
Selection undo serializes objects as json, can't rely on restoring references as they may become invalid Mesh elements are now serialized, fixes mesh element selection after undoing a destructive action https://files.facepunch.com/layla/1b2911b1/sbox-dev_sdzcPnkrB5.mp4
8 Days Ago
Test switching food items. Added second test food item.
8 Days Ago
medAssaultRifle 4k cinematic textures and materials
8 Days Ago
Final refactorings: FastDebugDraw is now InstancedDebugDraw Added ConVar to switch between old and new system. Added UnityGLInterceptor as a base to UnityGLEmulator to intercept Unity.GL calls but avoid breaking classic DDraw. Opted for nested types instead of overly long namespace names. Exhibit proper resource management in InstancedDebugDraw as well as InstancedDebugMeshGenerator.
8 Days Ago
Very initial test food vm/held ent setup
8 Days Ago
Steam Workshop Clothing (#1801) * When publishing clothing assets, upload a manifest item to the steam workshop and associate the asset with the workshop entry
8 Days Ago
- added new flying bee model, texture and material. - updated walking bee material and textures - added walking bee VM
8 Days Ago
Remove hacky check that isn't even required anymore
8 Days Ago
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 Get rid of Facepunch.Steamworks ISteamUgc Implement our own SteamUgc wrapper, with our interop Implement ClothingUtils using new API -> Haven't cleaned this up yet Cleanup, removed separate upload stage, just upload to the workshop no matter what (if we're an eligible item) Set Asset's WorkshopId correctly Don't give everything a zero'd workshop id Asset.ProjectSourceObject demoted back to internal Add EditorUtility.GetAssetFromProject Add Steam.Ugc.NeedsLegalAgreement() Check to see if we need to sign the workshop legal agreement after submission and pop up a dialog so it's impossible to miss (https://files.facepunch.com/tony/1b2911b1/sbox-dev_GHSJj87gZJ.png)
8 Days Ago
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 Get rid of Facepunch.Steamworks ISteamUgc Implement our own SteamUgc wrapper, with our interop Implement ClothingUtils using new API -> Haven't cleaned this up yet Cleanup, removed separate upload stage, just upload to the workshop no matter what (if we're an eligible item) Set Asset's WorkshopId correctly Don't give everything a zero'd workshop id Asset.ProjectSourceObject demoted back to internal Add EditorUtility.GetAssetFromProject Add Steam.Ugc.NeedsLegalAgreement() Check to see if we need to sign the workshop legal agreement after submission and pop up a dialog so it's impossible to miss (https://files.facepunch.com/tony/1b2911b1/sbox-dev_GHSJj87gZJ.png)
8 Days Ago
View model block out animations for the pie
8 Days Ago
Fixed junkyard car shredder not displaying any LODS
8 Days Ago
merge from primitive
8 Days Ago
Call Entity:SetCreator on all Sandbox spawned entities Allow comments and trailing commas in JSON parsing Fixed Lua error when gmod_cameraprop and entity driving
8 Days Ago
horse ragdoll passes collision events back to be handled properly as fall damage
8 Days Ago
Add OpenAI service Add Translation Service Utility Api
8 Days Ago
sar 3p straight ahead (zero spine rotation) anims
8 Days Ago
make sure we aren't setting the horse angular velocity when its rigibody is kinematic
8 Days Ago
Normal variation now scales the legs animator hip blend speed (both on client and server), this helps reducing the brutal hip rotations when riding on uneven terrain ClientUpdate now packs throttle, steering and avoidance inputs into one byte
8 Days Ago
Further expand on Entity:SetCreator calls in Sandbox
8 Days Ago
rustplayer avatar update (added spine 4 as upper chest)
8 Days Ago
SetCreator for NPCs (#2197)
8 Days Ago
put original tiger run hit anim back in and edited unity settings for tiger fire and run atk anims
8 Days Ago
Refactor FastDebugDraw to use the new base classes, fix a bug with lingering instances and add a public API that matches with DDraw.
8 Days Ago
Pull out base classes for instancing: InstanceMemoryBase, CommandMemoryBase and BufferMemoryBase
8 Days Ago
Fix primitive tag on loading screen missing blue background
8 Days Ago
Minor text update, overlapping text still not there in editor, hoping phrases update will fix it
8 Days Ago
Fixed some inputs being remembered when the player is downed while holding a shield
8 Days Ago
Avoidance steering input are now sent to clients (so the horse moves its head when avoiding something) Small optimisations in the horse update rpc
8 Days Ago
exported tiger prowl/run fire and run to attack anims. updated tiger run hit anim
8 Days Ago
network++ save++ Staging wipe
8 Days Ago
merge from primitive
8 Days Ago
Blockout position update
8 Days Ago
Allow PolygonMesh to construct mesh element handles from index, this will be needed for serializing mesh element selection for undo
8 Days Ago
Fix exception when pasting into TextEntry with MaxLength, resolves Facepunch/sbox-issues#7442
8 Days Ago
merge from main
8 Days Ago
Add Steam.Ugc.NeedsLegalAgreement() Check to see if we need to sign the workshop legal agreement after submission and pop up a dialog so it's impossible to miss (https://files.facepunch.com/tony/1b2911b1/sbox-dev_GHSJj87gZJ.png)
8 Days Ago
Fixed an issue with overlapping environment volumes causing overlapped areas to become darker. Now the darkest volume takes priority.