248,635 Commits over 3,928 Days - 2.64cph!

57 Days Ago
compile fix
57 Days Ago
merge from siege_weapons
57 Days Ago
Code cleanup, comments Deleted old prefabs
57 Days Ago
Ballista reloading client prediction
57 Days Ago
Parent merge
57 Days Ago
Fix UI sounds still playing spatially.
57 Days Ago
Merge from main
57 Days Ago
Merge from main
57 Days Ago
Don't early out of model collider when there isn't a bone for part
57 Days Ago
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57 Days Ago
BallistaGun now inherits from BaseVehicleSeat and is spawned as a seat Fixes a lot of annoying issues and decouples it even more
57 Days Ago
Add jsoncpp so we can read/write json properly without fucking around with kv3 Add CMapGameObject map node with managed counter part that wraps a GameObject * Hammer world's Scene uses HammerSceneEditorSession * Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now * Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos * More explicit HammerEvents. Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values * MapGameObjects can be tied to MapMesh and generate model geometry Add MapSourceLocation for editing action graphs in .vmap files * Open source map when inspecting graph from .vmap * Parent action graph editor to hammer window if editing map graph Several assumptions of SceneEditorSession.Active.Scene should be GameObject.Scene Gizmo interactions work in MapView, Hammer gizmo selectionset syncs with native selection set (native has authority), clean up MapView loop Managed can set DragData of map nodes in Hammer outliner, MapGameObject sets its GameObject DragData uses QObject.FindOrCreate so it persists when going native -> managed -> native for DragData.Object to work correctly QOutliner: Remove hidden entity list QOutliner: Defer selection until mouse release so it acts like our managed treeview, allowing dragging without switching the inspector away [~] ModelRenderer don't default to box if Model is null InspectorWidgets are explicitly marked with [Inspector( Type )] instead of [CanEdit( Type )], created with InspectorWidget.Create( SerializedObject ) Hammer Scene is serialized entirely in MapWorld & written into VPK as world.scene_c MapInstance: Load from SceneFile from inside the VPK (A little more logic because we don't normally read managed from VPKs) When tying a MapMesh to a MapGameObject add ModelRenderer and ModelCollider automatically Don't need these Hammer prefab templates anymore Add "Create Game Object" button to Hammer outliner HammerMesh component, explicitly set on GameObjects that have a map mesh attached
57 Days Ago
57 Days Ago
dev_grid material
57 Days Ago
Fog TAA cherry pick with the new changes we have on fog lightbinner, removes fog clipmaps entirely too
57 Days Ago
SMG muzzle prefab updates & regression fixes.
57 Days Ago
Merge from main
57 Days Ago
adjustment
57 Days Ago
Allow physics shape to associate with a bone index so SceneTraceResult.Bone works when hitting physics shape, as the summary suggests https://files.facepunch.com/layla/1b3111b1/sbox-dev_016MWrhQrI.mp4
57 Days Ago
2d update and sounds
57 Days Ago
Icon updates
57 Days Ago
Remove the need for CGameTrace and delete it, the less trace result structs we have, the better
57 Days Ago
merge from qol_io_arrows -> main
57 Days Ago
Add ability for IO arrows to be offset per port - made water barrel top arrow offset to make it easier to see
57 Days Ago
merge from gesturepack
57 Days Ago
merge from flashlightfixes/fulloverhaul
57 Days Ago
merge from mixingtable_click
57 Days Ago
Handle entities that have IO implemented as a separate child entity - calculate the offset between the child & parent - manually offset IO ports to account for this
57 Days Ago
Added end caps to ropes
57 Days Ago
- Reduce distance padding - Fix a bug causing a rope to go to 0,0,0
57 Days Ago
Cherrypicked siege harness
57 Days Ago
Update: skeleton of a server profiler - Most of the native imports in place - Implemented the general flow of per-frame tracking In theory should be able to track function entry/exits, but can't test until a decide on an early enough method of initialization. Tests: none, too early
57 Days Ago
Increase prominence of wisps
57 Days Ago
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57 Days Ago
Don't let the user drag AssetPicker tabs about/outside the window (lol) AssetPicker: Disable type facet dropdown if FilterAssetTypes is specified AssetPicker: Default to project assets folder when no initial selection is given Fix CloudBrowser not saving/restoring from cookie Shift cloud locations around again, this makes more sense I think AssetPicker: make sure we're raising the tab you'd expect by default
57 Days Ago
- Towing joints are now saved/loaded - Towing graphics are loaded properly along with the joints
57 Days Ago
Added blockout siege harness to testridablehorse
57 Days Ago
Updated boulders ui pickup sounds Back to the generic burlap bag as dropped item prefabs for now
57 Days Ago
Add more optional functions to IPressable, for hovering and update Slow down default player turn speed PlayerController camera can be moved left/right PlayerController has "use"ing built in
57 Days Ago
Prevent fsm from waiting one frame to change state when a state succeeds or fails Fixes wolves sometimes pausing for one frame and losing momentum Added some infinite change protection in the hypothetical case a group of states keep cycling during the same frame After 3 same-tick changes we postpone the next state change for the next tick
57 Days Ago
Move Pressing to PlayerController
57 Days Ago
Boulder and explosive boulders dropped item prefabs and icons
57 Days Ago
- get sun color from proper components - sharpen density curve to improve definition - also sharpen density-coverage falloff curve - better approximation of inner glow/multiple scattering and ambient scattering
57 Days Ago
Show catapult ammo model in the basket, based on the item loaded
57 Days Ago
slow and greedy starting point for marching cubes - not calculated in correct coordinate space or interactable, but can at least present the correct mesh for a given 3D dataset
57 Days Ago
Have wolf fsm tick slower when no player is nearby, similar to senses
57 Days Ago
Switch case node https://files.facepunch.com/ziks/2024-10-31/sbox-dev_YiyL34b2CY.mp4
57 Days Ago
Updates to stage 2d
57 Days Ago
Fix serializing empty arrays
57 Days Ago