250,377 Commits over 3,959 Days - 2.64cph!

3 Years Ago
Merge tool-hooks branch
3 Years Ago
Ignore Interop*.cs
3 Years Ago
Fix compile warning with SoundEvent asset type Trace.Box + Trace.Sphere + Trace.Capsule (#107) Give Logger object overloads Citizen/animgraph: updated Jump anim EditorModelAttribute can do different color tint when the entity is dynamic (for lights) Added Hammer.CanBeClientsideOnlyAttribute Added 2 internal Hammer helper attributes Street cabinets - revised street cabinet 1 2 and 3 Merge branch 'master' of sbox street cabinet 3 - material adjustments Satellite dish - added lods for whole dish and rounded lod0 edge on dish Prevent stack overflows in FGDWriter Don't write read only properties, and don't write properties whose type is same as the parent class type Vector2 can load from object in a JSON Texture and Rotation support for custom Hammer properties Support vector2 types properly in fgd and tools Added Hammer.SkipProperty attribute Allows properties of parent classes to be hidden in the FGD light_omni, light_ortho and light_spot are now auto generated into engine.fgd Restore and make obsolete PointLightEntity.LightCookie Moved light_environment to engine.fgd (is now auto generated) fade distances and range properties were not moved as they appear to do nothing and make no sense on that entity anyway. Restore light_environment's description in Hammer Make Hammer.EntityTool Attribute not inherited Removed debug output from FGDWriter Citizen/animgraph: updated jump anim and airborne poses+blends Animgraph: Add support for tags on single frame anim nodes (needs testing) Fix light_environment's sky lighting keyvalues not being setup correctly func_shatterglass additions & changes Added support for parenting in Hammer Added Break input Added OnBreak output Replaced "Is in a frame" property with a "contraint" property - has 1 extra selection for physics glass that starts asleep FGDWriter reads XML correctly for properties Fixed Hammer showing custom ModelDoc nodes as entities info_particle_system fixes Fixed not working in skybox Fixed the particle not being attached to the entity itself correctly Added 'Snapshot File' property Fixed it not sending itself to clients always Fixed it not showing its particle path in Entity Report in Hammer Don't try to break glass that's already broken Fixed blendable materials not getting their 'Blend Material` tag Existing materials will need to be recompiled for this to take effect Fix Event.Hotload not calling on the server, fixes network tables not updating on hotload and probably other shit Fixed stack overflow when deleting models with lots of models of models Break glass on touch if the panel is broken, allows players to move through it easier adding hotspot material/textures, attach rope particles, prefabs Merge branch 'master' of sbox Add splitting and physics to experimental voxel surface Citizen/animgraph: airborne side selector (During the post-jumping airborne state, the legs will now match the weapon pose; that is to say, which leg should be forward, if either. This is implemented thanks to Tags on Single Frame nodes) Citizen/animgraph: updated landing Fixed ModelDoc mesh import filter not hiding duplicate counter labels when filtering ModelDoc: Rotate viewmodel camera with model rotation ModelDoc: Rotate view with model rotation when using ctrl+rmouse, useful for testing lighting https://files.facepunch.com/layla/1b2211b1/ryvQMNslWw.mp4 Initial work on auto saving navs to vpk Apply lock on AllAttributes in Library.GetType just like other Library.Get methods try-catch ModelBreakCommand execution Added PropGib entity which is spawned as gibs instead of Prop, and carries some extra data Implemented (and moved to managed) break_create_joint_revolute model break command Missed an include Allow saving navs to VPK automatically remove garbage comment Save sound loop setting in *.encoding.txt so it's not reset on recompiles Simplify VPK extraction and creation for cubemaps and nav Added ModelDoc.Line/EditorWidget/HandPose attributes Fixed ModelDoc crashing when compiling a gamedata node with no valid FGD class Fixed CollisionGroup.Always acting as a ladder prop_physics debris/weapon collision groups work as expected BaseWeapon can hit debris Citizen/animgraph: updated jump animation + other tweaks/fixes Merge pull request #112 from Facepunch/nav-vpk Allow saving nav_save to write directly to VPKs Make 'Couldn't load menu assembly' error contain the whitelist errors Change Host.Color for servers from Blue to Cyan for better readability Fix RemoveAllDecals not working on WorldEntity Add navsystem to groups.vgc to fix crash in non steam builds when reloading map Add lift vertex color under cursor for paint tool https://files.facepunch.com/layla/1b2411b1/oV4oWcyObW_Trim.mp4 func_shatterglass: Fix being able to walk through physics enabled unbroken glass & Do not despawn large glass pieces Adjust wood break plank sound to not be so loud Adjust glass impact sound volume Glass surface has sounds Iron fences - 32,64,128 sized iron fences and post Merge branch 'master' of sbox Post-processing stack Pass color/depth buffer to managed post process instead of requesting a copy Initial work for standard post process shader Grain Vignette Chromatic Aberration Lens distortion Keep vignette on top of the lens distortion Example post processing shader Color overlay with additive, multiply and mix blending Panini projection Make vignette color customizable Pixelate Single pass motion blur Blur post processing Depth of field Sharpen Compiled post processing shader Fix post processing offset and scaling Initial work managed post processing stack Added DOF quality for faster single pass dof Compiled post process with dof quality Allow for more than 65565 single shader variations based on dynamic combos Add setting helper for standard post processing shader Passthrough/Copy texture shader Update example post processing shader Deprecate render.postprocess, rework post processing to support layers, automatic ping pong buffers, Automatically clear stack Remove render.postprocess event attribute Improved panini projection Introduce PostProcess.AddGenericToStack for simple post processing Simplify post process setting setter Ability to fade properties in or out PostProcess.AddToStack -> PostProcess.Add, BasicPostProcess -> MaterialPostProcess, IPostProcess.PostProcess -> IPostProcess.Render Fix viewport offset for post processing with new system StandardPostProcessing animation helpers Mask view model from motion blur, Set some nicer default settings Ability to animate from the current set value Compile post processing shader Rework managed post processor PostProcessing Settings, Add configurable and non configurable options, update basic pp post_process -> postprocess Update postprocess path Settings iteration Axe SetSettings Remove Set/GetPostProcessingLayerCount Allow creation of render attribute objects Cleanup cpp side of renderer Move post process to global name space DrawScreenQuadEx for rendering with custom attributes Rework standard post process to use its own attributes Shift from IPostProcessRenderer to BasePostProcess MaterialPostProcess now derives from BasePostProcess Remove configurable variant Move blit to post process constructor Remove IPostProcessRenderer, move pp init Update shader paths Compile postprocess_standard Update all paths for standard shader Added grain lut Merge pull request #108 from Facepunch/post-processing Rework post-processing and introduce post-processing stack I should learn to spell Vignette properly No need to mark PP Material as static updating construct map/prefab/texture Merge branch 'master' of sbox Improved "Open away from player" behavior for ent_door for models whose x+ axis is not the "inward" direction Fixed rubber surface having a muzzleflash as impact effect Citizen/animgraph: pose/jump/land updates Merge branch 'master' of sbox Update Interop.Menu.cs Merge branch 'master' into tool-hooks
3 Years Ago
Remove debug
3 Years Ago
Excavator S2P
3 Years Ago
Fixed misplaced rock LODs in excavator monument
3 Years Ago
Update Interop.Menu.cs
3 Years Ago
Crash sound effect Add ambient sound to playground Make rolling sound sound louder Make leaderboard entity solid
3 Years Ago
Unicycle physics shapes Rest bones on spawn Dirt & road rolling sound effects
3 Years Ago
Fix item store showing blurry images on lower graphics quality Fix item store prices clipping/wrapping at higher amounts or with different currencies Fix the item store details modal not filling the screen vertically with its background Fix news showing blurry images on lower graphics quality Fix news layout so text and images don't get clipped and the header image is less stretched Add an option to HttpImage to not generate mipmaps for the loaded image (default on)
3 Years Ago
Scene update
3 Years Ago
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3 Years Ago
BP poster scene
3 Years Ago
Hi res screenshot convar should now be compatible with dof exposer
3 Years Ago
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3 Years Ago
Fixed some more issues with the nametags
3 Years Ago
Merge from main
3 Years Ago
Merge from FirstPersonSpectate
3 Years Ago
Merge Main -> Snowmobile
3 Years Ago
Show death and sleeping UI if the player being first person spectated is dead or asleep
3 Years Ago
Subtracting #66692 - reverting reflection probe overrides
3 Years Ago
Rename needsVehicleTick back to isMobile, and make it always true for BaseVehicle and its subclasses (this makes it true on CardTable and Sofa unnecessarily, but better that than have it unticked by mistake elsewhere)
3 Years Ago
Terrain data backup
3 Years Ago
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3 Years Ago
Give unicycle model a shorter frame to fit terry better Respawn with right rotation Rotate wheel bone to match game Spin wheel with how fast you're going Make pedals one bone Pedals start flat Rotate pedals when pedalling
3 Years Ago
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3 Years Ago
Fixed modular cars not using fuel after recent changes
3 Years Ago
Merge from FirstPersonSpectate
3 Years Ago
Don't auto-load a save on BillBTestMap
3 Years Ago
Possible NRE fix
3 Years Ago
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3 Years Ago
River fork area sculpts
3 Years Ago
Merge from SleeperMountingMergePt2
3 Years Ago
Fix snowmobile seat prefab ID, adjust wheelcollider suspension, other WIP
3 Years Ago
Don't clear childVehicles in BaseVehicle.InitShared InitShared is called during loading, which means clearing would break things depending on the load order
3 Years Ago
TrayIcon Interop: Fixed enums not being int64 to native, class pointer casting tweaks Fixed some bindings to wrong type SetCursor
3 Years Ago
Citizen/animgraph: pose/jump/land updates Merge branch 'master' of sbox
3 Years Ago
merge from missing script hunting
3 Years Ago
source files
3 Years Ago
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3 Years Ago
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3 Years Ago
Fixed rubber surface having a muzzleflash as impact effect
3 Years Ago
Improved "Open away from player" behavior for ent_door for models whose x+ axis is not the "inward" direction
3 Years Ago
River fork area WIP
3 Years Ago
Add net46 target framework back for Unity support
3 Years Ago
Redist for 1.52 Headers for 1.52 Generator changes to support 1.52 Generated 1.52 Generator comments out SteamInputActionEvent_t.AnalogAction_t types since the type declaration is missing from steam_api.json Connection lanes implementation All SendMessage overloads have optional laneIndex Redist update for test cases Add missing fake IP API to steam_api.json Generated fake IP API Add fake IP support to SteamNetworkingSockets Add fake IP test cases Headers for 1.53 Redist for 1.53 Generated 1.53 Add NetAddress.IsFakeIPv4 RequestFakeIP / GetFakeIP comment fixes Do test case fake IP initialization before login Update test case steamclient.dll et al Merge pull request #612 from Facepunch/steamworks152 Steamworks 1.53 with multi lane and fake IP support
3 Years Ago
UI (#58) * Add new UI elements * Separate WeaponIcon from WeaponList and call it WeaponListItem. Bind 'closed' class to IsCollapsed * Cleanup * Collapsable weapon selector * Rename Ability to Slot and update bind name appropriately for each weapon / equipment * Remove .ability class * Style Tokens Tab * Speedometer and hud icons * Style Roundinfo * Templatize scoreboard and add support for showing capture and member count for each team * Added additional functionality to WeaponList for UI * Remove deprecated ability * WeaponList styling for passive * Automatically expand the weapon list when the player changes loadout or respawns * Map and roundscore * Animate from bottom * Red Team Chatbox and Weaponlist * Chatbox styling * Debug switch teams cmd * Added debug commands for UI styling * Fixed * outpost and speedometer red team * Styling chatbox better for multiline * Remove brackets from chat channels + fixed / improved handling of jetpack bumping surfaces * Added a guard for inserting an award into dictionary twice * Tutorial screen now uses html * Adding in the design for Tutorial * Add in real data on the steps * Split buttons * Squashed commit of the following: commit 5142f2b1d36c1a05c5cddffde666c8b68ac31584 Author: Conna Wiles <kurozael@gmail.com> Date: Thu Nov 11 16:23:20 2021 +0000 Improved BulletDropProjectile and set EnableDrawing false server-side. Create a client model for any projectile model set. commit 73ab8c3b95c72cb6cb482f90fcc2b88d6e06072e Author: Conna Wiles <kurozael@gmail.com> Date: Thu Nov 11 14:10:21 2021 +0000 Fix model of server version of projectiles not being hidden properly (todo: why do I need to set EnableDrawing to false every frame?) and properly set random seed to tick number before firing projectile commit de978b9b86e92442037b4e39a339bc0ef8c9862c Author: Conna Wiles <kurozael@gmail.com> Date: Wed Nov 10 14:47:43 2021 +0000 Implement Razor effects. Added TurretProjectile and moved out target stuff from base projectile class. commit 712ec66d0906c76066bf18c9c6f001bedc37b1b0 Author: bakscratch <lt_8@hotmail.co.uk> Date: Wed Nov 10 13:30:43 2021 +0000 Added Razor Particles commit 82bd628af2a98e13de13704eb10132fc7d747b12 Author: Conna Wiles <kurozael@gmail.com> Date: Wed Nov 10 11:38:48 2021 +0000 Various tweaks to the heat-seeking projectile weapon + fixed a bug where changing weapons on initial loadout spawn didn't work commit 70c03437b91b92cb7a1866c9c198e91eb7299f66 Author: Conna Wiles <kurozael@gmail.com> Date: Wed Nov 10 11:10:03 2021 +0000 Give the Razor a projectile life time and reduce up velocity commit ae553f2063afd0cc9897334592536b9d1348229d Author: Conna Wiles <kurozael@gmail.com> Date: Wed Nov 10 11:07:02 2021 +0000 Added Razor sidearm as an option for some loadouts. A low damage but heat-seaking short-range projectile weapon commit f51311cfaf9d120554eedb091cf33ba23699b4fb Author: Conna Wiles <kurozael@gmail.com> Date: Wed Nov 10 00:41:49 2021 +0000 Copy over Layla's fix for MoveHelper commit 351206eafe21d50fdb14a35bb4302bb6e2c26f9b Author: kurozael <kurozael@gmail.com> Date: Tue Nov 9 15:01:49 2021 +0000 Fixed a typo in one of the toasts for capturing outposts commit d9c2ab01a0618865c33a60f705e57e3b3c051d30 Author: Conna Wiles <kurozael@gmail.com> Date: Tue Nov 9 11:49:27 2021 +0000 Server guards in OnProjectileHit commit b001f78e0fb35b61decd710c3d2174fd16bfa9ff Author: Conna Wiles <kurozael@gmail.com> Date: Tue Nov 9 11:32:17 2021 +0000 Fixed deployable ghost position flickering. Updated Boomer to use predicted BulletDropWeapon. commit 45d3d17802b6959e4bef02baa8949def6e3faf63 Author: Conna Wiles <kurozael@gmail.com> Date: Tue Nov 9 11:02:26 2021 +0000 Added ProjectileSimulator class. Network projectile custom effect values (for now). Automatically hide projectile and don't create client effects if we have a client proxy. commit 00dc3fb5efabafc27b8d36260b449a4fc18359a6 Author: Conna Wiles <kurozael@gmail.com> Date: Mon Nov 8 17:10:00 2021 +0000 Update turret asset to use tick for projectile movement commit 49b60040c85f5c34651fcf86c948ffbe7b7be041 Author: Conna Wiles <kurozael@gmail.com> Date: Mon Nov 8 16:40:57 2021 +0000 Test prediction of bullet drop projectiles (early version) commit 7af88b8cb35e0d3d98eadb58f6e608aeaecc03b9 Author: Conna Wiles <kurozael@gmail.com> Date: Sat Nov 6 11:27:56 2021 +0000 Fixed various SCSS warnings commit 18f80c1b52a2414842072777c3cb69e93a129d38 Author: aylaylay <fortblox@gmail.com> Date: Thu Nov 4 23:42:46 2021 +0000 Add back LagCompensation = true commit 846d5fc6af83db822263adbf717b839c260b078b Author: Conna Wiles <kurozael@gmail.com> Date: Thu Nov 4 22:33:36 2021 +0000 Restore commit aa0dc092e0b1e8752360efa59512c48c37e640c7 Author: Conna Wiles <kurozael@gmail.com> Date: Thu Nov 4 22:18:36 2021 +0000 Disable Lag Compensation for Hover to test * Updated TutorialScreen to support countdown and use cookies to remember if it has been accepted before * Fix tutorial screen pointer events * Fixed hv_always_show_tutorial * Tutorial Screen disabled styles * Added TimeLeft property to Scoreboard * Scoreboard re-design * styles * hv_killfeed debug command * Added hv_respawn_screen debug command * Removed option for Loadout costs. Started templatizing the Station Screen ready for styling. * Respawn Design * Remove sbox-hover.csproj and update .gitignore * respawn * Added RespawnKillerInfo templatized * Fixed respawn screen avatar not being img and fixed station screen intitial show * Max respawn time on label * Don't include the world as a valid weapon * Respawn changes * Set hud class of team properly on killer info * Use correct weapon name * styles * Respawn timer formatted nicely * load screen styles start * Fixed physics weapons firing through walls if you're right up against them * Hide the flag in first person when you are the carrier but still show its shadow * Completely stripped out PhysicsProjectile and PhysicsWeapon. Added BouncingProjectile and updated all weapons to use the predicted versions. * Jetpack scale tweaks and fixes to the jetpack for upward motion (add config tweaks later) * Use Prediction.FirstTime to avoid excessive particle creation with high latency when commands re-simulated * loadout styles * Class icon * loadout icon * Loadout Select List category types * Loadout styles * loadout bug fixes * Loadout Selector Categories * Re-populate LoadoutSelectList when template is applied * Loadout spawn buttons * More styling * Station Screen restructure * Don't try and populate the loadout select list if we don't have a pawn yet * Added LoadoutData to StationScreen for skinning * Update buttons to use global styles * loadout background * colour tweaks to tutorial and stationscreen * Added StationScreenView and support for loadout-view and weapon-view * fix button on tutorial screen * merge conflict fixes * Beginnings of getting character information in * more styles * Implement loadout weapon main screen display for station dialog * Loadout Weapons Station screen styling * Adding in Weapon selector upgrade view * StationScreen buttons * Add in the select buttons * styling for weapon selector * Add icons to the stationscreen * Refactor of weapon upgrades. Almost completely implemented weapon selection + upgrading in the new Station Screen. * Fixed a bug displaying which weapon upgrades are already owned * Player tokens data * WeaponIcon * Main weapon icon set texture + upgrade icon support * Weapon Stats, Enhancements upgrades * Icons for the Station Screen * Icon for upgrade * Locked Icon on Enhancements * Added support for weapon stats and implemented on all weapons / equipment / deployables. Moved Damage to WeaponConfig * Added Big Terry avatar to the Station Screen * Rip out the look code from the menu + tweak it a little * Automatically hide secondary description and upgrades box if none available * Move sound handling for buttons. Increase z-index of toasts list. Add toast when can't buy a weapon upgrade * Add icon for enhancement * Templatized the awards UI * add in upgrade header * Fix paddings on the Weapon Selector * Add currency icon to the enhancements * Added player tokens to the scoreboard for extra flex * Updated all loadouts to remove the armor class from their name * Class Icons * Add in the tags * Loadout weapon animation * Styles on the character selector * Implemented loadout tags. Renamed Defender to Engineer. Implemented loadout role icons. Implemented loadout upgrading functionality. Only switch to loadout when upgrading if you are that loadout's predecessor already. * Style the select view for Red Team * Hide grenade count * Add switch team to scoreboard * spacing on scoreboard * Implemented team switching functionality to the scoreboard * Fixed issue with wrong text color on station screen weapon item list * Kill feed * Worldstationhud * Add new weapon iconography * Update more icons * Update Claymore, distruptor, turret and force shield icons Co-authored-by: Lewis Ainslie <hello@lewwis.com>
3 Years Ago
Update Claymore, distruptor, turret and force shield icons
3 Years Ago
Remaining inland cliffing north of river fork