252,910 Commits over 3,990 Days - 2.64cph!

14 Days Ago
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
14 Days Ago
merge from primitive
14 Days Ago
merge from primitive/gameplay
14 Days Ago
Resolved tech tree pathing issues
14 Days Ago
merge from main
14 Days Ago
Add some more comments for things that will get removed once we delete the old undo system. Expose UndoScope via Scene.Editor Fix Typo
14 Days Ago
Fixed nesting issues with GraphCompiler and subgraphs
14 Days Ago
Bugfix: ServerDemoPlayer - replicated polayer now follows demo's trajectory - Also added more detialed logging of position messages Decided to stop avoiding syncing player's position to outgoing messages, as there's weird teleport in the recorded demo. But at least now it works as expected. Tests: Played back the longer 2 player demo - all good. Playerd back the known short demo with violations - still present, so also good.
14 Days Ago
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
14 Days Ago
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
14 Days Ago
Probably fix infinite loop in game.cleanupmap Undo changes to bone_manipulate entity Appears to be server/client sync dependent Restore changes to game.cleanupmap, as it should be safe now
14 Days Ago
merge from primitive -> aux2
14 Days Ago
merge from primitive_gm -> primitive
14 Days Ago
Probably fix infinite loop in game.cleanupmap Undo changes to bone_manipulate entity Appears to be server/client sync dependent 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 Hammer: Fixed collision model being offset in 3D when dragging Hammer: Fixed keybinds for 1 & 2 not updating the setting correctly Do not set thread count to 1 if the CPU has over 32 of them Limited to 64 now, and is clamped instead of resetting. Pull Request: Fixed inconsistent margins on language list/start game Fixed "Toggle" input on triggers improperly toggling the entity It was not actually setting the enabled state, only making it non interactable. Now properly sets the enabled state, just like Enable/Disable inputs do Geiger counter only reacts to enabled trigger_hurts
14 Days Ago
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
14 Days Ago
Bugfix: ServerDemoPlayer - don't duplicate connected players - Also added expanded tick logging Connected player doesn't move due to tick divergence - investigating. Tests: played back a 2 player demo with 2nd player connecting half-way-through. Only one player gets created in expected position
14 Days Ago
Add primitive server browser tag Fix existing gamemode tags not appearing to work
14 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler Add more ResourceCompiler functionality Managed can override compiling of any resource Add Texture.GetBitmap Simple texture compiling from managed Add Bitmap.ToFormat( ImageFormat format ) Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously) ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder Double height texturcontrolwidget Remove debug Add Bitmap.DrawText Clean up Lock FontManager cache when accessing Refactor Generated resources get weak cached in memory for re-use Cleanup floatbitmap, add LoadFromInMemoryTGA Load Bitmap.CreateFromBytes supports tga Better tooltips on TextureControlWidget Don't support mipmaps if npot (until we figure out how/why) Create Bitmap.Filters.cs Bitmap supports psd loading Fix a bunch of bitmap filters Add Margin.IsNearlyZero Fix blur/sharpen thinking the edge of the bitmap is the end Control widget tweaks Pass ResourceCompiler in ResourceGenerator options, allowing us to add references Fix asset picker ignoring AdditionalTypes Move ColorTextureGenerator Move RandomTextureGenerator to engine, allow normals creation Add Widget.GetDescendants<T> Expose OpenColorPopup on ColorControlWidget Add [TextureImagePath] - allows selecting an image or a texture Don't cache resource if hash changed while generating Expose CreateEmbeddedResource on TextureResource Bitmap.Rotate resizes the texture TextureControlWidget has shortcut buttons for selecting a file, or color Add bitmap SVG loader Return white for default colors, instead of transparent Add MainThread.Wait() Add EngineFileSystem.Mounted (!) Create TextTextureGenerator.cs Create RadialGradientTextureGenerator.cs Create LinearGradientTextureGenerator.cs Create ImageFileTextureGenerator.cs Expose Svg texture generator Expose TypeDescription.Order TextTextureGenerator tweaks Fix warnings and errors
14 Days Ago
Add bitmap SVG loader Return white for default colors, instead of transparent Add MainThread.Wait() Add EngineFileSystem.Mounted (!) Create TextTextureGenerator.cs Create RadialGradientTextureGenerator.cs Create LinearGradientTextureGenerator.cs Create ImageFileTextureGenerator.cs Expose Svg texture generator Expose TypeDescription.Order TextTextureGenerator tweaks Fix warnings and errors
14 Days Ago
Improve game styles (#2192) * Improved Server List * Improved NavBar * Improved NewGame * Improved Workshop * Undo style changes * Actually make the margins equal for Start Game --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
14 Days Ago
exported tiger swipe at fire anim
14 Days Ago
S2P ferry terminal
14 Days Ago
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
14 Days Ago
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14 Days Ago
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14 Days Ago
Submitting scaled down ballista weapon rig
14 Days Ago
merge from primitive
14 Days Ago
manifest
14 Days Ago
Pass ResourceCompiler in ResourceGenerator options, allowing us to add references Fix asset picker ignoring AdditionalTypes Move ColorTextureGenerator Move RandomTextureGenerator to engine, allow normals creation Add Widget.GetDescendants<T> Expose OpenColorPopup on ColorControlWidget Add [TextureImagePath] - allows selecting an image or a texture Don't cache resource if hash changed while generating Expose CreateEmbeddedResource on TextureResource Bitmap.Rotate resizes the texture TextureControlWidget has shortcut buttons for selecting a file, or color
14 Days Ago
merge from primitive/gameplay
14 Days Ago
techtree 2 progression gate workbench 3 (for now)
14 Days Ago
merge from primitive -> primitive_gm
14 Days Ago
Fix T2 tech tree appearing twice
14 Days Ago
added new mount art for static ballista
14 Days Ago
Fixed ram lighting enabled state not looking quite right.
14 Days Ago
reset horse spine local pos after ragdolling so it doesn't occassionaly turn into an accordion
14 Days Ago
Cherry picking 111563
14 Days Ago
horse ragdoll tweaks
14 Days Ago
Throw when trying to destroy uninstantiated prefab Handle references in prefab variables to prefab root differently
14 Days Ago
Editorconfig updates (end_of_line = lf, insert_final_newline = true, resharper_csharp_wrap_lines = false)
14 Days Ago
Fix oversight in aim time calculation
14 Days Ago
Fix tiger thinking someone is always aiming at him
14 Days Ago
- Code cleanup - Can pickup hive if theres no honeycomb left inside (you lose the bees inside on pickup)
14 Days Ago
Merge from multi_auth_radius
14 Days Ago
Add authradius_radius and deauthradius_radius. Eg "authradius_radius 5 5" to auth everyone within 5 units (of the command issuer) on all entities within 5 units of the command issuer.
14 Days Ago
- Added honeycomb - Beehive now stores items (honeyomb) - Beehives generate more honeycomb the more bees are inside - Bee's wont generate unless theres some initial honeycomb inside the hive
14 Days Ago
Fix baseEntity.query returning client entities in editor
14 Days Ago
Added depth checks when writing to the Additional Flags buffer in the GBuffer pass
14 Days Ago
Update: ServerDemoPlayer - automatically validate the demo offsets if debug.json is available Tests: Recorded a single player session on craggy - no reported errors.
14 Days Ago
Compile shaders