240,762 Commits over 3,867 Days - 2.59cph!
Revert m_flCycle networking changs for the time being
Add a new type of tree
Update build script and old junk
Deleted a bunch of AI test scenes
SCSS add image-rendering
image-rendering: auto;
image-rendering: anisotropic;
image-rendering: bilinear;
image-rendering: trilinear;
image-rendering: point;
image-rendering: pixelated;
image-rendering: nearest-neighbor;
https://files.facepunch.com/ognik/1b0611b1/2021-12-22_43-11-3120fce0-dcf7-46e5-b2c2-817d799f6019-9gUn6NGy.png
Enabled xmas events
Enabled icewall craft
Updated airdrop event
Protocol++
Enabled xmas craftable tree
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Enable head movement on sofa seat
Converted and simplified process for allowing head movement on mountables to just use a toggle on the prefab: "allowHeadLook"
Removed behaviour that enabled the head look based on pose, the IK system will now only use the new toggle
Removed overrides on ModularCarSeat
Converted all existing prefabs to get identical behaviour
Add teleport2autheditem command that teleports the player to a random item authed to the given player (similar to teleport2owneditem)
Works with Tool Cupboards, Code Locks and AutoTurrets
Disable wrapping for sprite atlas textures
Pause menu string tweaks
Fixed leaderboard rank flicker !switch !release
Added global.breakclothing for testing, breaks all clothing equipped by the player
Added support for a sfx to play when an item of clothing is broken
Uses a default sfx path defined in Item.condition.cs but also supports being overridden per item via the breakEffect field on ItemModWearable
Fix reference to _mounted on the client side
Revert
66778 ("Remove unused overrideMountedLookAt"), integrate overrideMountedLookAt into the updated HeadIK method.
Fixed it for real this time
Don't show red interaction with depleted nodes
Fix player positions not restoring from saves properly
Add a script to build and package things
Added virtual Admin_Who method to BaseEntity to modify the output of the "ent who" command per entity
Using "ent who" on a sleeping bag now prints out the name and id of the player assigned to it
Using "ent who" on a camper module will print out these details for all of the attached bags
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Make extra sure that the player can pause !switch !release
Fixed standalone error !switch !release
Fixed ShootWhenAiming toggle position
Can now specify deadzones for each player / device separately
Fixed speech bubble text alpha
Pause menu background capture logic fixes !switch !release
Add a reload_ui command to fix the UI after hotloads
Hide interaction UI when not playing
Show current level and progress on skills UI
Show when you don't meet the level requirement to interact with resource nodes
Just pushed all of this stuff live
Fix off by one on copper minimum level
Change experience to a long instead of int
Add a function to get progress towards the next level
Remove redundant inherited member on MainMenuPanel
Initial commit
baseline
jom
build config
Add id to parts, equip/unequip with that instead
Persist unicycle customization between sessions
Update Towns.Common and Towns.Data again
Update Towns.Data for SkillDef
Initial UI for skills
Add SkillDef so there's a place to define UI properties for each skill
Send initial skills state to player when connecting
Grant experience when gathering from nodes
Implement level requirements for nodes
Don't render panels on invisible overlay panels 🤦 optimize some other code paths too
Fix water fetching depth even without a depth texture, also fixes asserts on tools
Fix error on water parameters if they arent set at all
Fix chat immediately closing sometimes
Hide chat UI in menus
Update Towns.Common and Towns.Data
Update code to use a shared ResourceNode entity instead of a different class per type
Enable legacy timestamp behavior in Npgsql to workaround a bug until its fixed
WIP player skills
Move Towns.CodeGenerator into the new Tools folder
WIP setting things up to load resource node configs from JSON instead of having separate classes for all
Progress on replacing separate resource node entity types with a single one
Fix inacessible constructor
OpenVR update 1.10.20 -> 1.16.8, resolve deprecated crap
Interopgen OpenVR's IVROverlay to managed engine
Add VROverlayPanel - these are panels rendered in local VR space over the world, input is automatically simulated
VR.Init() in MenuDll, set VR.Enabled in Init only since it never changes
When in VR create a main menu with an VROverlayPanel, make this wide and 4k so it doesn't look ass
Basic interop of IVRInput to managed, get action origins & add VROverlay.SetTransformRelative( VRTrackedDevice )
Add console commands from Sandbox.Menu dll making menu_reload work again
Add missing internals to a couple OpenVR structs
Add float.MeterToInch / float.InchToMeter extension methods
Make main menu VR overlay properly show when ingame
Make the loading screen show in VR, add VROverlay.SortOrder, add RootPanel.IsVR set when a RootPanel is owned by a VROverlay
If VR is enabled make the GameList.ControlTag default to VR
Add 4k & 8k render target sizes to be used as scratch ( dx11 max texture size = 16k )
Use a copy of the current viewport instead of framebuffer when rendering panel backdrop filters
Adjust main menu vr size / scaling to a more square aspect ratio and scale it bigger so it's not difficult to read
Removed construct vpk, not meant to be commited
Merge h2o into h2o staging for integration testing
Adjust tunnel combined light for water on construct and remove old water sceneobject
Move all sdfreflection code to shared code
temp way to pass proxy mesh constants to main pipeline, batch them later
only pass raytracing includes with D_HIGH_QUALITY_REFLECTIONS enabled
Pass AoProxyConstantBuffer in scenesystem
Move sbox_water to water, make shaders load without sbox_ prefix
pass sunlight constants on a static sunlight
Pass object velocity to splash calculation
Tidy up watersceneobject setting combos properly, fix material view, deprecate watersea
Change parameters of default water material
Disable reflections by default on water
Add water material property, fix some things with reflection and splash
Add water properties in construct vmap
Shader objects for water
Remove debug print
Update watersplash_cs.vfx with our shared includes
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Use our shared includes on water vfx
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
Unroll loop in water.shared
Co-authored-by: Chloe <25727384+ogniK5377@users.noreply.github.com>
delete test_sdfreflections
Refactor water with needed changes, move Water to Experimental folder, make planar reflection generic
Move ripples to a combo
Remove high quality reflections from this branch
Use generic AddCube function instead of reimplementing it
Make debugview internal
Make combos in water a bool rather than byte
Merge branch 'master' into h2ostaging
Merge pull request #124 from Facepunch/h2ostaging
New Water
Whitelist RuntimeHelpers.EnsureSufficientExecutionStack
BaseTrigger handles touching entities properly when Enabling/Disabling
Fixes sbox-issues/issues/1255
Add support for drawing capsules in tool render utils. Support drawing of capsule hitboxes in CToolSceneHitBoxes
Make Model.GetJson internal
Added Model.GetAllData<T>()
Prevent Surface being able to have itself as the base surface
Fixed GlassShard.CalculateArea not working on client
func_shatterglass: Added ability to change material when the glass breaks
Industrial strip light and fixing point- lod0
Merge branch 'master' of sbox
Ability to render scenes with an orthographic camera
`scene = Add.ScenePanel( SceneWorld.Current, CamPos, Rotation.From( CamAngles ), 45, true );`
Fix duck, flashlight and slots for controllers
Simplify glowstate names
Use HDR buffer for bWantsFBCopyTexture
Hammer: Offset drop targets by bounds for better placement https://files.facepunch.com/layla/1b0311b1/3byFPizZvI.mp4
Mark simple liquid as a non dev shader
Setup fake lag config values on game server init so they take effect after server restart
industrial strip light and fixture - rotated to point upwards and fixed self ilum
Merge branch 'master' of sbox
Remove non existent projects from groups.vgc
InteropGen: Adjust ArgDefinedClass for Resource Handles when the arg is not a return
Added Model.ToString to include the model path
Flush model game data node cache on model recompile
Fixed Prop trying to get model game data of NULL model when its model is recompiled
Fixed ModelDoc GameData nodes without properties not deserializing correctly
industrial strip light - material group tweaks
industrial strip light - updated model for material tweak
industrial strip light - adjusted emissive values
Merge branch 'master' of sbox
ModelEntity.SetMaterial
Make the API more clear as this is something people always happen to ask and unable to find
Introduce GSMaxVertexCount, CreateSampler as well as common texture attributes
Make AssertX messages more clear
Change SetMaterial to SetMaterialOverride to keep it consistent with SceneObject
Merge branch 'master' into h2ostaging
Fix ass attachment position
Sound events for .button
Unicycle ensemble (list of equipped parts)
Ensemble equip/unequip
Client stores its ensemble, customize tab loads clients ensemble, equipping item updates server
Live update UnicycleEntity when switching parts