252,857 Commits over 3,990 Days - 2.64cph!
Hide Collider.Static for concave colliders, concave can only ever be static
Add extend edges operation https://files.facepunch.com/layla/1b2911b1/sbox-dev_0zyz9ksM3A.mp4
Remove primitive list from mesh component widget, has no real use and gets in the way
Leaderboard backup, run #
17213
Added primitive sell order lists for water well vendor
IsAllowedInEra now works correctly if passed a mask
Player vending machines can now list items that are marked Loot, Craft or Vending
NPC vending machines will only list items that are marked Vending
Fixes not being able to see or list chainsaws in player vending machines, but still preventing NPC vending machines from selling them
creativemode.freerepair updates the battering ram head flags correctly
creativemode.freerepair works with constructable entities
Reduced the collision damage horses can inflict on vehicles
Same idea as
111903 but with working code this time
Ballista projectile LOD & trail fixes.
Impact FX prefabs.
Only use the ground alignment threshold when the tarrain normal variation is above 10 (rough terrain)
Added item counts and names to enforce_era_restrictions command
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Reduced arrow protection on metal shield (100% -> 90%), fixes metal shields taking 0 damage from arrows
Fixed fire arrows bypassing shields entirely (just the direct impact, players will still take damage by standing in the fire spawned by these arrows)
Updated ballista bolts descriptions, fixed piercer using hammerhead desc
Updated engine.json
Mark player as hostile after firing a loaded catapult
Ballista comments
Remove final leftover debug log
merge from primitive/ballista_projectile
Disabled projectile refraction on ballista piercer
Added very low anti-vehicle damage to all other bolts to trigger the addforce on impact
Piercer bolt, anti-vehicle damage
Can pierce through armored vehicles
Removed references to mission rewards in dive master mission conversation (will need a phrase rebuild)
Add ShaderGraph.IsSubgraph and add "Shader Sub-Graph" to the New Asset menu
Shader Sub-Graphs are now saved with the `.shdrfunc` file extension despite being the same asset (just so it can be registered with a different icon and filtered against in the Asset Browser to reduce user confusion)
Give .shader, .shdrgrph, and .shdrfunc assets different colours in the Asset Browser
Don't include BlendMode, ShadingModel or Domain in Subgraphs
Don't include "Material" ShaderNode in the Create Node/Palette menus of Subgraphs. Ensure proper extensions are used when opening the respective file types.
Add PlugInfo and make BaseNode.Inputs and BaseNode.Ouputs virtual.
Added FunctionResult ShaderNode, can only be created in Subgraphs and is created as the default node in newly created Subgraphs
Fix Shader Graph wanting to save/load as sub-graphs
Make sure [Title] attributes are still respected with PlugInfo
FunctionResult can now have a variable amount of inputs of varying types defined by a Dictionary. These are to be used as the outputs of the eventual sub-graph node
Use shader-specific types for FunctionResult Inputs
https://files.facepunch.com/CarsonKompon/2025/January/16_16-02-HumiliatingMorayeel.png
Rename "Inputs" -> "Outputs" on FunctionResult since that's technically more accurate
Instantly update the Result node when Outputs are modified
https://files.facepunch.com/CarsonKompon/2025/January/16_16-18-WarmIncatern.mp4
FunctionResult node will produce Errors preventing compilation
https://files.facepunch.com/CarsonKompon/2025/January/16_16-48-VictoriousBrownbutterfly.png
Fix NRE when attempting to save with unresolved errors
Guarantee IsSubgraph is set properly from the ShaderGraph window
Only Update FunctionResult.Inputs when necessary instead of when accessed.
Add PlugInfo.GetInput() and serialize PlugInfo.Name as the property name instead of display name
Fixed NRE when FunctionResult name is left null
Subgraphs no longer attempt to generate a .shader file, and will run error checks in the graph on Save
FunctionResult Inputs now maintain connections upon being regenerated
FunctionResult node generates inputs before creating connections to ensure connections are always deserialized correctly
PlugInfo correctly uses property name if no [Title] attribute
Refactor Result node into an abstract BaseResult class which Result and now FunctionResult can both inherit
You can now specify the preview type for certain Output variables on a Subgraph so changes can be reflected in the Preview window.
https://files.facepunch.com/CarsonKompon/2025/January/21_12-51-DifferentAmericanbulldog.mp4
Can change Preview Blend Mode/Shading Model/Domain in Subgraphs
Implemented all other preview types for FunctionResult
Fix GraphCompiler failing when using Unlit in Subgraphs
Subgraphs have Title, Description, Category, Icon and Add To Node Library properties. To be used for the created node
Added SubgraphNode which references a .shdrfunc. Results in graph errors if the references graph cannot be found or the references graph has errors
Dragging a .shdrfunc asset into a ShaderGraph will create a Subgraph Node referencing the dragged asset
Fix error when deserializing SubgraphNodes
SubgraphNode now uses the Title, Description, and Icon from the referenced Subgraph
SubgraphNode now generates inputs from any Parameter nodes in the subgraph, with default names for any without.
SubgraphNodes now generate output plugs from the FunctionResult node in the references Subgraph
https://files.facepunch.com/CarsonKompon/2025/January/21_16-23-CoordinatedEastsiberianlaika.png
Subgraph "Add To Node Library" adds the subgraph to the Create Node menu so they can be easily accessed.
https://files.facepunch.com/CarsonKompon/2025/January/21_16-51-HardVampirebat.mp4
Double Clicking a Subgraph Node instantly opens the Subgraph
Implemented the file history forward and back buttons when navigating through multiple ShaderGraphs in the same window
https://files.facepunch.com/CarsonKompon/2025/January/21_18-29-MidnightblueSandbarshark.mp4
Add [Hide] to TextureCoord.Title override
Minor MainWindow refactor so .shdrgrph files arent recognized as Sub-Graphs mistakenly
Prompt to save current graph (if dirty) when pressing the Forward/Back/Home buttons
Created ITextureParameterNode and started custom inpsector editor for when texture samplers are present
Custom Subgraph Nodes now detect sampled textures and allow you to change them as properties
Display Default Values on unconnected inputs of Subgraph Nodes
https://files.facepunch.com/CarsonKompon/2025/January/22_15-34-AnyAllensbigearedbat.png
Fix NodeResult shader compile error
Slight refactor to BaseNode.CreateEditor
Added IParameterNode.GetRangeMin and GetRangeMax. Parameter Nodes have "CanEditOnNode" instead of "IsAttribute" when in a subgraph. Determines whether or not an inline editor is created on the node
Use SubgraphNode.InputReferences when creating the DefaultEditor and drawing the default Plug Value
Ensure that inline DefaultEditors for subgraphs grab the UI.Step value for sliders
Make Color Editor works with SubgraphNodes
Remove debug log
Replace ParameterNode.CanEditOnNode with ParameterNode.IsRequiredInput since thats a bit more user-friendly
Don't include inline editor when UI.Type is set to Default
Default values of subgraphs are now editable via Properties if not a required input
Custom subgraph nodes now produce errors when required inputs are left without connections
https://files.facepunch.com/CarsonKompon/2025/January/23_11-38-RudeFattaileddunnart.png
Make sure errors are also displayed in Subgraphs
ShaderGraph GraphCompiler can now resolve the results of Subgraph nodes (only in a few cases at the moment)
GraphCompiler now resolves nodes referenced in NodeResult.Func outputs when in subgraphs appropriately
Fixed nesting issues with GraphCompiler and subgraphs
GraphCompiler will now resolve inputs for parameters within subgraphs
Make sure DefaultEditor draws the correct Default Value
GraphCompiler now pulls the Default Value set on a SubgraphNode if input has no connection
Fix infinite loop when saving some graph configurations
Cleanup GraphCompiler.Result() and remove debug logs
Fix DefaultEditor NRE
Label default properties as "Default {x}"
Fix Subgraph preview not compiling properly after new changes to GraphCompiler
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.
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
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
EditorEvent fires whenever a subgraph is updated, reloading any open windows that reference the subgraph
Compile when initially loading a ShaderGraph file so you don't have to save to see the preview
Trying to open a ShaderGraph file that's already open will bring the window to the front instead of throwing a warning
Updating a DefaultValue on a Subgraph node will instantly reflect the changes
Constant nodes now have a "Preview" input in Subgraphs that is used to preview a default value for that input
https://files.facepunch.com/CarsonKompon/2025/January/27_16-57-SociableMilkweedbug.mp4
Hopefully fixed the last of the graph nesting issues. Should support all cases of subgraphs within subgraphs
https://files.facepunch.com/CarsonKompon/2025/January/27_18-37-PessimisticTuatara.mp4
Remove all the debug logs
ParameterNodes in a Subgraph without a name will be treated as constants and will not be exposed as inputs
TextureParameterNodes throw errors for name conflicts
Nested ITextureParameterNodes are resolves properly. Textures are now saves with DefaultValues in SubgraphNode.
Can now Right Click -> Create New Node from a selection of nodes to create a Subgraph (similar to ActionGraph)
https://files.facepunch.com/CarsonKompon/2025/January/28_12-16-PortlyKid.png
Right Click -> Create Custom Node now creates the newly created subgraph node in-place and re-assigns all the connections
https://files.facepunch.com/CarsonKompon/2025/January/28_15-03-HumiliatingPlatypus.mp4
Ensure all input fields are generated properly when doing Right Click -> Create Custom Node
Create Custom Node will no longer create duplicate inputs when multiple nodes within share the same one input
Remove some debug stuff
Don't show "Create Custom Node" when selection includes a function or material output node
Filter out certain nodes from GetRelevantNodes so they can't be created from Right Click Menu
Subgraph Nodes are green to establish a language that they are user-defined functions that can be clicked into.
Result Nodes (the final output nodes) are color-coded blue.
https://files.facepunch.com/CarsonKompon/2025/January/28_16-22-ThornyConch.png
Reduce some random clockwise rotations on mini crossbow
clientside effects now terminate at the distance of the hit target rather than carry on forever
legacybow turret setup
update sprite tools
fix boss hp on diff 6
wipe diff 6 leaderboard
increase xpdamage radius
simplified health regen/drain
nerf some curses a bit
Fire pos server validation
Subgraph Nodes are green to establish a language that they are user-defined functions that can be clicked into.
Result Nodes (the final output nodes) are color-coded blue.
https://files.facepunch.com/CarsonKompon/2025/January/28_16-22-ThornyConch.png
Merge from media_projects
Don't give everything a zero'd workshop id
Filter out certain nodes from GetRelevantNodes so they can't be created from Right Click Menu
split the magazine from the rifle for the world model
Ensure all input fields are generated properly when doing Right Click -> Create Custom Node
Create Custom Node will no longer create duplicate inputs when multiple nodes within share the same one input
Remove some debug stuff
Don't show "Create Custom Node" when selection includes a function or material output node
Set Asset's WorkshopId correctly
Cleanup, removed separate upload stage, just upload to the workshop no matter what (if we're an eligible item)
Can now Right Click -> Create New Node from a selection of nodes to create a Subgraph (similar to ActionGraph)
https://files.facepunch.com/CarsonKompon/2025/January/28_12-16-PortlyKid.png
Right Click -> Create Custom Node now creates the newly created subgraph node in-place and re-assigns all the connections
https://files.facepunch.com/CarsonKompon/2025/January/28_15-03-HumiliatingPlatypus.mp4