256,534 Commits over 4,018 Days - 2.66cph!

41 Days Ago
ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder
41 Days Ago
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
41 Days Ago
Merge from main
41 Days Ago
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
41 Days Ago
Initial pass for primitive travelling vendor trades since 6/10 items were removed due to item restrictions (plan to do another pass later once seige equipment has final crafting costs) - wood - stone - metal frags - hqm - sewing kits - gears - large backpack (max 2) - salvaged axe (max 5) - salvage pickaxe (max 5)
41 Days Ago
Update: ServerDemoPlayer - add debug option to log packets Trying to figure out why some construction events are not being palyed back properly Tests: played back a demo where I'm building multiple chained staircases
41 Days Ago
merge from primitive
41 Days Ago
Fixed ballista SiegeWeaponVehicleAudio.StartReloadSounds NRE
41 Days Ago
Unpacked catapult mesh prefab, see if it fixes the unpooled bone names
41 Days Ago
Tweaked battering ram door max angles
41 Days Ago
Add support for alternative vending machine trades per era
41 Days Ago
Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously)
41 Days Ago
New battering ram dismount pos
41 Days Ago
Fix nested prefab edge cases Fix edge case when prefab with a variable referencing the prefab root was cloned
41 Days Ago
Metal impacts.
41 Days Ago
Tweak pickups so that grenade/tripmine pickup notices show correctly
41 Days Ago
Bugfix: ServerDemoPlayer - synthesize initial tick after loadign a player Avoids server's perception of teleport, as ticks are delta serialized and after load of save have default values. Tests: played back a demo on craggy where I stayed stationary the first 10 seconds. No longer generating errors.
41 Days Ago
Fix minor error
41 Days Ago
Disabled the new terrain collision proxy collider added on horses, need a better solution
41 Days Ago
Protocol++
41 Days Ago
Added net_fakepacketloss ConVar for testing (0-100%). Fixed an issue where if a delta snapshot was received before an object was created on the client-side, it would remember the state wrongly. Fixed an issue with Network Refresh messages where, if arriving late, could overwrite Sync Vars with the wrong values
41 Days Ago
Remove all these logs
41 Days Ago
█▍▇ ▇▌ ▇▆▊ ▇██▄ ▄▊█▋▉▋▄ █▋▉▌▍▍▍ ▍▄▄▌ ▍▊ ▍▄▌▇▄▄▄ ▍▄▆-▍▉▉▍▊ █▉▍▅▅▊▌ ▆▌▅▇ █▍█▅▊ █▉▌▄▍▋▅▊█▋▄█ █▊ ▇▇
41 Days Ago
Packet loss test command - send invalid snapshot ids back in ack, dont process them
41 Days Ago
Manifest
41 Days Ago
Bromeliad bushes
41 Days Ago
More progress rework table
41 Days Ago
Add Bitmap.ToFormat( ImageFormat format )
41 Days Ago
gas cylinder mesh and model doc cleanup.
41 Days Ago
Removed the 30s repair delay on the battering ram head
41 Days Ago
Added more jungle scaffolding blockouts
41 Days Ago
Shorten tiger leap and growl anims for better blending, custom flee to go back into hiding then circle back
41 Days Ago
Use RPC for health/armour pickups
41 Days Ago
merge from primitive -> aux2
41 Days Ago
Bugfix: FullServerDemos - ensure initial save always happens if demo thread was toggled Tests: recorded 2 demos in 2 recording sessions on one server session - both had saves created
41 Days Ago
Ensure AssetDatabase.SaveAssets() is called after manifest is generated - seemed to work fine on build server without this but didn't save manifest locally until manually using Ctrl + S
41 Days Ago
Dry fire refactor
41 Days Ago
KeyframeCurve, IInterpolator AnimationClip / AnimationTrack AnimationProperty AnimationEdit
41 Days Ago
Don't draw effect rings w/gravgun (#2083)
41 Days Ago
Add math.IsNearlyZero() and math.IsNearlyEqual() (#2172) * Add math.IsNearlyZero() and math.IsNearlyEqual(). * Rename `smallNumber` to `epsilon` * Use 1e-8 for epsilon instead of max.exp(-8) * Fix comments to match function arguments * Remove epsilon variable, code style fixes.
41 Days Ago
Fixed ballista not repairable when hammering its subentity
41 Days Ago
Frontend Speedup (#2183) * Update jQuery to the latest version * Optimize images by adding lazy loading * Remove unnecessary jQuery calls * Speed up the loading of the mainmenu * Optimize loading screen: use DOMContentLoaded and defer jQuery * Replace jQuery to JavaScript * Fix the screen resolution glitch when game start up * Fix the code style to the current code base * Returning the js script binding to the head block * Remove unnecessary changes --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
41 Days Ago
Removed unused from InputContext
41 Days Ago
Bugfix: ServerDemoPlayer - wake up all recognized players Players that are loaded from a save arrive sleeping, which prevents tick processing. Tests: Played back a couple short demos where I didn't jump at the start - saw player move.
41 Days Ago
Add per-convar profiling when changing quality presets
41 Days Ago
Prompt to save current graph (if dirty) when pressing the Forward/Back/Home buttons
41 Days Ago
adobe wall and gate gibs and collision
41 Days Ago
Merge from main
41 Days Ago
Fixed Cloud Browser @installed tag not being filterable by query
41 Days Ago
Add [Hide] to TextureCoord.Title override Minor MainWindow refactor so .shdrgrph files arent recognized as Sub-Graphs mistakenly