251,883 Commits over 3,959 Days - 2.65cph!
Merge GMLights -> Snowmobile
Hammer: Fixed particle effects control points resetting to world origin when hidden and then shown
East side finalization progress
Update sbox-voxels submodule
Added LiquidState. Have each queued tick have its own delay. Add queued ticks to a list(?) then process ready ones into a queue. Sort of kind of maybe somewhat happy with liquid for now.
Expirable SyncContext refactor
* Rename MainThreadContext to ExpirableSynchronizationContext
* ExpirableSynchronizationContext supports having multiple live instances on different threads
* Added SyncContext static class to handle resetting on session end
* MainThreadContext.Instance is now SyncContext.MainThread etc
More control over addon tasks running on worker threads
* Added an ExpirableSynchronizationContext for worker tasks
* WorkerThread.Start() spawns a bunch of long running tasks to process addon tasks off the main thread
* WorkerThread.Stop() causes those worker tasks to exit, can be restarted later
* Stop worker threads during hotload
* Fixed case where addon tasks that refuse to cancel could keep running forever on a worker thread
Fixed errors after rebase
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Fixed ent_fire saying it failed when it didn't
Fixed Open()ing an open door that rotates away from player behaving incorrectly
Added key collecting system
Cleaned up hud
FGD + updated test map
Minor changes
Implement EntityIO matching classes for outputs
Merge branch 'master' of sbox
Replace MapIO with EntityIO where applicable for consistency
Added Entity.ClassName (internal for now) and used it where needed
Reimplemented ent_fire in c#
Added all speedrun categories
Speedrun text tweaks
Fixed case where pause time was counted for speedruns
Speedrun game over time display tweaks
Add high quality light preview option
Regular: https://files.facepunch.com/ognik/1b0911b1/2022-03-03_28-33-1674ea0f-eecb-4339-b8cc-43c9e6aa8ff0-9UpQLZBP.png
High: https://files.facepunch.com/ognik/1b0911b1/2022-03-03_29-19-ae614fac-8e1d-42ae-a3bb-96aa694b8724-cM6BdVtZ.png
Fixed not precaching all models
traffic cone - compiled to remove unused material
traffic cone - removed edgeloop
traffic cone - adjusted retro reflective material
Merge branch 'master' of sbox
EntityIO API extensions
Renamed internal Sandbox.EntityIO.Output to Sandbox.EntityIO.OutputConnection to avoid confusion
Added Entity.FireInput( string input, Entity activator, object value = null )
Added Entity.AddOutput( string OutputName, string TargetName, string InputName, string OverrideParam = "", float Delay = 0.0f, int TimesToFire = 0, EntityIOTargetType TargetType = EntityIOTargetType.ENTITYNAME_OR_CLASSNAME )
Rename Entity.AddOutput to Entity.AddConnection
Added c# docs
Added EntityTarget struct
Use EntityTarget struct instead of TargetName and TargetType
Make EntityIOTargetType internal
Move BuildTargets logic to EntityTarget struct
Merge branch 'master' into entityio-api
Merge pull request #200 from Facepunch/entityio-api
EntityIO API extensions
Fix warning
Optimize Input.UpdateMouse
Throw an error if map isn't a map
Update steamworks dedicated server binaries
Fix Input
Don't add map models to the precache table
Fix server package adding to stringpool table
Fix Package network table not being set up
Fix EntityList NRE
Ignore Package is listen server client
Typography, Grid, achievements and styling achievement tab
Added "Clear recent files" button to Hammer/ModelDoc/etc
Traffic Cone - feedback adjustments
Merge branch 'master' of sbox
RecordMovie: Use CopyTexture instead of ResolveRenderTargets to see if that fixes driver crash
Initial support for displaying textures in RT lighting preview for hammer
No displacement or tex parameters yet, coming soon™️
https://files.facepunch.com/ognik/1b0811b1/2022-03-20_12-42-8cfa28ae-0416-4027-b08d-52c9dc9c0af9-etL2SPeV.png
Managed fog
Squash
Finish rebase
Fix intellisense for native rendertools
Cleaned up - not tested in game
Fix Vector3.LerpTo change breaking addons
Fix fog in game
Only copy fog attributes on RenderScene
Remove unused from SceneSystem
Add ManagewdRenderPipeline.SetupWorldViewAttributes
Add callback to allow setting viewattributes for a scene from c#
Comments
Shouldn't need this now
Rebuild text shader cause I stomped it before
Merge pull request #183 from Facepunch/fog
Move env_gradient_fog to managed
Don't apply fog strength on alpha
Merge branch 'master' into entityio-api
hammer materials
updated test map
Create FredokaOne.ttf
Renamed fall trigger to kill trigger
Display the area of the map you are in on the hud.
Updated fgd
Beginnings of a grid system
Custom buttons
Don't apply fog strength on alpha
Airfield lighting progress
Update block data -> block state and update liquid block usage
Rename Block Data to Block State
Added LiquidBlock
Refactor and add queued ticks system
Applied updated landmine model, icon and desc
Phrases
Managed fog
Squash
Finish rebase
Fix intellisense for native rendertools
Cleaned up - not tested in game
Fix Vector3.LerpTo change breaking addons
Fix fog in game
Only copy fog attributes on RenderScene
Remove unused from SceneSystem
Add ManagewdRenderPipeline.SetupWorldViewAttributes
Add callback to allow setting viewattributes for a scene from c#
Comments
Shouldn't need this now
Rebuild text shader cause I stomped it before
Merge pull request #183 from Facepunch/fog
Move env_gradient_fog to managed
Baked data is now saved as a file
Rebuild text shader cause I stomped it before
East side height fixes/polish
Fix first chat message cutting off
Kill feed, course timer styling
Coursetimer title, chatbox positioning, killfeed animation
Managed fog
Squash
Finish rebase
Fix intellisense for native rendertools
Cleaned up - not tested in game
Fix Vector3.LerpTo change breaking addons
Fix fog in game
Only copy fog attributes on RenderScene
Remove unused from SceneSystem
Add ManagewdRenderPipeline.SetupWorldViewAttributes
Add callback to allow setting viewattributes for a scene from c#
Comments
Shouldn't need this now
Added EntityTarget struct
Use EntityTarget struct instead of TargetName and TargetType
Make EntityIOTargetType internal
Move BuildTargets logic to EntityTarget struct
Initial support for displaying textures in RT lighting preview for hammer
No displacement or tex parameters yet, coming soon™️
https://files.facepunch.com/ognik/1b0811b1/2022-03-20_12-42-8cfa28ae-0416-4027-b08d-52c9dc9c0af9-etL2SPeV.png
Namespace Hammer/MapDoc under Tools.MapEditor
Add a simple MapMesh API for creating simple n-gon polygons programatically in tools addon layer
Move Hammer Block tool to C# addon layer, developers can implement any geometry shapes using the simple polygon mesh API and full hotloading.
Ported the following shapes to C# so far: Quad, Block, Cylinder
debug.debugcamera_target and graphics.dof_focus_target can now be passed a steam ID or username as well the network ID
Added support for train track splines to connect to themselves when collating, making one continuous loop
Merge Main -> Rail Network
Clean up + effect when pick up items
Refactor/simplify zipline serialisation and hookup process to accommodate monument connections
Added a monumentZiplineDismountPoint prefab that will automatically connect to a nearby valid zipline (added to gas station for testing)