240,762 Commits over 3,867 Days - 2.59cph!

3 Years Ago
Revert m_flCycle networking changs for the time being
3 Years Ago
healing wip
3 Years Ago
Add new tree
3 Years Ago
Add a new type of tree Update build script and old junk
3 Years Ago
Deleted a bunch of AI test scenes
3 Years Ago
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3 Years Ago
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
3 Years Ago
Enabled xmas events Enabled icewall craft Updated airdrop event Protocol++
3 Years Ago
Enabled xmas craftable tree
3 Years Ago
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3 Years Ago
Enable head movement on sofa seat
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Disable wrapping for sprite atlas textures Pause menu string tweaks Fixed leaderboard rank flicker !switch !release
3 Years Ago
Added global.breakclothing for testing, breaks all clothing equipped by the player
3 Years Ago
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
3 Years Ago
Fix reference to _mounted on the client side
3 Years Ago
Revert 66778 ("Remove unused overrideMountedLookAt"), integrate overrideMountedLookAt into the updated HeadIK method.
3 Years Ago
Fixed it for real this time
3 Years Ago
Don't show red interaction with depleted nodes
3 Years Ago
Fix player positions not restoring from saves properly Add a script to build and package things
3 Years Ago
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
3 Years Ago
Merge from main
3 Years Ago
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3 Years Ago
Make extra sure that the player can pause !switch !release
3 Years Ago
Fixed standalone error !switch !release
3 Years Ago
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
3 Years Ago
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
3 Years Ago
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3 Years Ago
Fix off by one on copper minimum level
3 Years Ago
Change experience to a long instead of int Add a function to get progress towards the next level
3 Years Ago
Remove redundant inherited member on MainMenuPanel
3 Years Ago
Update to qt5
3 Years Ago
Initial commit baseline jom build config
3 Years Ago
Add id to parts, equip/unequip with that instead Persist unicycle customization between sessions
3 Years Ago
Update Towns.Common and Towns.Data again Update Towns.Data for SkillDef Initial UI for skills
3 Years Ago
Add SkillDef so there's a place to define UI properties for each skill
3 Years Ago
Send initial skills state to player when connecting
3 Years Ago
Grant experience when gathering from nodes Implement level requirements for nodes
3 Years Ago
Don't render panels on invisible overlay panels 🤦 optimize some other code paths too
3 Years Ago
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
3 Years Ago
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
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Removed construct vpk, not meant to be commited
3 Years Ago
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
3 Years Ago
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
3 Years Ago
Fix mini wheel collider
3 Years Ago
Fix ass attachment position
3 Years Ago
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