248,649 Commits over 3,928 Days - 2.64cph!
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
Left this opacity low by mistake
Tab views for in-game console, defaults to console output, can switch to networking stats (empty page for now)
Left this opacity low by mistake
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Second pass at grid-aligned connection style
https://files.facepunch.com/ziks/2024-10-15/sbox-dev_635BI3Qt2h.png
Static props set model collider to static
Unhide static property on mesh component (should we force mesh components to always be static?)
Disable kinematic rigidbody being a shadow controller
Halloween dungeon population 1
Add Editor.NodeEditor.ConnectionStyle
Tweak is null / not null nodes to test for IValid
Fix admin link showing
Comments and Ratings are modules
Fix missing components
Leaderboard backup, run #
14669
Can now collect Scarecrow heads with skinning knife
Clamp mixer volume to 0,1
Add readonly Mass property to Rigidbody, some parented props are calculating wrong mass so it helps to know what mass a rigidbody is
Fix offset child model colliders constantly rebuilding, check if their target local has changed instead
Directional surface stuff WIP
Community news on dashboard
Achievement list
Reorganization
Oops, put these back
Fix timer not working
Move notification service
Move layout to its own project
Dashboard in its own project
Move package card
Move the rest of home
Fix action graphs from maps not caching correctly
Only OpenContainingResource if not already open
Pull requests
* Prevent certain addons creating Lua errors after new changes to do with Lua auto refresh handling in the spawnmenu
* Added missing localization string for German langauge in TTT
* Reduced net.WritePlayer bitcount based on server's maxplayers
Reduced bits used by net.Read/WritePlayer based on maxplayers (#2078)
* reduced bits used by net.Read/WritePlayer based on maxplayers
* Update net.lua
update german translation (#2132)
Check for "icon" to be "ContentIcon" before reading its spawnname (#2137)
Implement setting HammerSceneEditorSession.HasUnsavedChanges
Enabled halloween event
Enabled Scarecrowpopulation
Updated collectables
Added bone collectable
Frank default table craftable
Enabled portals
Restore gui.HideGameUI for menu state
VRAD displays lighting mode in the log (HDR vs SDR)
VRAD static prop lighting HDR related changes
Only output .tga files for LDR compiles
Only output .pfm files for HDR compiles
Compile HDR .ppl files, without overwriting the LDR ones
Swap-in HDR static prop lightmaps when HDR lighting is in use
Fixed impaled NPCs not appearing in the kill feed
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Update texture formats and remove unused code
[pick] Add Motion.hlsl for motion vectors
Iterate GTAO, start deoising, remove unused shit, fix bug with binding too many textures on the lexer
These floors should be static in physics_simple scene
Add def for CMapNode.GetRootDocument()
ActionGraph source location refactor
Add MapSourceLocation, fix editing action graphs in .vmap files
Check for MapSourceLocation in ActionGraphView
Open source map when inspecting graph from .vmap
Parent action graph editor to hammer window if editing map graph
Push AG serialization options when saving map game object
Makes sure we replace any cached versions of graphs
Push AG serialization options when saving map game object
Makes sure we replace any cached versions of graphs
Add IgnoreRoot to ragdoll, mostly so I can test motion enable toggle, needs better name
Set ragdoll transform to root body transform. Use absolute flag for child rigidbodies so parent transform doesn't fuck them
Add GameObjectFlags.Absolute, ignores the parent transform. Basically, position: absolute for gameobjects
Parent action graph editor to hammer window if editing map graph
Check for MapSourceLocation in ActionGraphView
Add def for CMapNode.GetRootDocument()
ActionGraph source location refactor
Add MapSourceLocation, fix editing action graphs in .vmap files
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- Wolves have a chance to stand their ground and start growling at the first swing, if they do this swing again to make them flee
- Make torch swing reactions less delayed
- Remove cases where a wolf is quite close to the fire, but just stares without either growling or moving away which looked odd
Fix held items on fire like torches, bows and flame throwers not being detected by wolves if the fire moves far from where it was lit
Fix fire not being detected sometimes at a specific distance
(do not forget about a fire when it leaves out perception range, remember it until it's disappears)
Refactor FSM states to return their status, instead of having it being a member field (less error prone and helps states be AI architectures agnostic)