221,874 Commits over 3,653 Days - 2.53cph!

9 Days Ago
Fix compile error Rework how lua_refresh_file generates paths to work with addons
9 Days Ago
Refactor ActionGraphDebugger First pass at listening for ActionGraph scene refs WIP show scene refs in scene view https://files.facepunch.com/ziks/2024-03-08/sbox-dev_HZ7Fs0R2x1.mp4
9 Days Ago
Fixed a crash due to sounds failing to be loaded Fixed a crash with meshes Fixed DModelPanel having issues with depth buffer when 2 panels are overlayed
9 Days Ago
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9 Days Ago
Fix hair blue line Scene.Load ShowLoadingScreen actually works Update avatar scene Open avatar scene when you click the avatar button
9 Days Ago
Fixed a crash due to sounds failing to be loaded Fixed a crash with meshes Fixed DModelPanel having issues with depth buffer when 2 panels are overlayed
9 Days Ago
Fixed fuel generator aux inputs draining power
9 Days Ago
Actually set D_MSAA combo on depth_downsample
9 Days Ago
npc hit animation wip
9 Days Ago
Vulkan: Fix validation errors with MSAA disabled, this should fix a lot of crashing problems for people playing without MSAA
9 Days Ago
Fixed removed components
9 Days Ago
Correct directions on lock C
9 Days Ago
Cargo decides what harbor to dock at based on spawn distance
9 Days Ago
Set up Padlock C (5 dial)
9 Days Ago
Update art_showcase.scene
9 Days Ago
Fixed melee hit effect not playing, removed some serialized timesince/timeuntils in anim states Run the hit effect on every hit attack
9 Days Ago
art showcase and lamp variant
9 Days Ago
Cargoship now moves around the island anti-clockwise
9 Days Ago
Re-added cargo notifier to harbor2 Scene2Prefab
9 Days Ago
Terrain collision is per triangle again instead of per cell, should be 100% accurate https://files.facepunch.com/layla/1b1911b1/sbox-dev_bZpdwNGM3P.mp4
9 Days Ago
animgraph: Updated parameters to include new states
9 Days Ago
Rounded upkeep timer minutes
9 Days Ago
AttackingState: run Agent.LookAt every frame instead of on state tick (which is staggered at 0.2s or so, so it was very jittery before)
9 Days Ago
added padlock_c
9 Days Ago
Make control sheet labels draggable Dropping a component property will create a set node https://files.facepunch.com/ziks/2024-03-12/sbox-dev_4FnI6RmoK5.mp4 Facepunch/sbox-issues#5129 EditorNode display fixes for embedded targets
9 Days Ago
Temporary fix for drag executing multiple times in one frame
9 Days Ago
Kill off stimuli if it's based on old information. Idle state uses full body anim Play actor voices a bit infront of their mouth Hook weapon_attack_idle in animator: lerp wish move
9 Days Ago
npc attack idle (wip)
9 Days Ago
merge from main
9 Days Ago
baseline
9 Days Ago
tv and tv stand scale update
9 Days Ago
Changed upkeep timer format
9 Days Ago
Don't drain durability for npc weapon
9 Days Ago
AI can maintain movement while trying to attack the player
9 Days Ago
player update. CNY spear entity edited so it sits in the player hands correctly
9 Days Ago
Merge property or variable get / set nodes https://files.facepunch.com/ziks/1b1611b1/sbox-dev_Bj6e15WZ0F.mp4 Unify property node CanRead / CanWrite tests Add Facepunch.ActionGraphs.AssignmentKind to TypeLibrary Property node: switch between assignment kinds in context menu https://files.facepunch.com/ziks/1b1811b1/sbox-dev_QVXxSLhC4Y.mp4 Update Facepunch.ActionGraphs Output expansion fixes
9 Days Ago
ironing board and iron with variants
9 Days Ago
alarm clock added
9 Days Ago
Position weapon on the npc properly
9 Days Ago
Fix terrain collider not updating on heightmap import
9 Days Ago
Machine states can define upper, lower, and full body states
9 Days Ago
Added container drop off ground decals in both harbors
9 Days Ago
Register properties recursively when sending network refresh or receiving one
9 Days Ago
9 Days Ago
Test output type of struct member assignment Fix result type of set property node if target is a struct
9 Days Ago
Inflate heightfield query cell bounds by 0.5, fixes terrain collision
9 Days Ago
refraction material
9 Days Ago
Multi-Component Sync Vars + Sync Vars in Children (#1503) * Support for multiple components of the same type on a Network Object to have sync vars. Adding support for children of a network object that aren't themselves network objects to have components with Sync vars too * Register and unregister Sync properties for child gos/comps appropriately * It goes here * Also unregister/register sync properties accordingly when GameObject id changes * NetworkMode can't be changed from NetworkMode.Object if we are actually a networked object (_net is valid) * Simplify a bunch - allow setting property if slot not registered * Remove unused UnregisterProperties methods * Add a test to make sure child sync vars are added to network table * Suppress these warnings for now - there are legitimate reasons why we might not find these GOs * Suppress unknown slot Merge branch 'master' into snapshot-refresh
9 Days Ago
Fix NRE in GraphInputNodeType.GetPath
9 Days Ago
Updated bradley scientist AI design, more defensive, more use of bradley as cover.