239,298 Commits over 3,837 Days - 2.60cph!

3 Months Ago
Truck, Container, Tyre and tote Dev assets
3 Months Ago
Move some base shadergraph code to base editor to allow tool libraries to create their own nodes
3 Months Ago
Event components for state events
3 Months Ago
Basic way of hooking events in ActionGraph
3 Months Ago
merge from analytics_profile_servermgr -> main
3 Months Ago
Add profiling to following methods & include in runtime profiling data - ServerMgr.Update() - Net.sv.Cycle() - Physics.SyncTransforms() - CompanionServer.Tick() - BasePlayer.ServerCycle()
3 Months Ago
Roadside monument road adjustment improvements
3 Months Ago
Add Action properties to StateComponent
3 Months Ago
Fixed prefab scene bullshit Fixes sbox-issues/issues/5636 Fixes sbox-issues/issues/5635
3 Months Ago
merge from fix_server_profiling_lag_spike -> main
3 Months Ago
Fix RPC lag spikes not including server id
3 Months Ago
Fixed legacy workshop addons sometimes not extracting correctly This would happen on download, potentially after messing about with Steam files SetAvoidPlayers ignores noclipping players
3 Months Ago
Fix bytestream overflows (and add test) Make a bunch of stuff sealed
3 Months Ago
Pull over does appropriate checks either side Ensure waiting on pullover is consistent Additional safety checks whilst aligning Entity info on death by vendor
3 Months Ago
Fix SerializedPropertyProxy not forwarding TryGetAsObject, As (fixes sbox-issues/issues/5631)
3 Months Ago
Restore conversion from .object to .prefab Fix NRE in SceneWidget when scene is deleted Fix PrefabScene placeholder loading whole scene
3 Months Ago
Setup Vintage Wooden Furniture Folders Added Vintage Wood Material and Textrues Added and Setup Round Table Prop Prefab
3 Months Ago
Expose more player movement properties to global
3 Months Ago
Update examples Use less stack space
3 Months Ago
Player is slow walking when aiming instead of custom case
3 Months Ago
Remove openvr_api.lib dep, unused preprocessor definitions Facepunch.XR update
3 Months Ago
Fix NRE on Scene.DebugSceneWorld, can happen when switching from play mode
3 Months Ago
Track time since weapon deployed, don't allow shooting while deploying weapon
3 Months Ago
▅█▉ ▋▍▌▆▄▇ █▆▌▉▋▌▄ ▍▍█▉ ▌▍▄ ▋▅█▄▆▅ ▊▌ ▍▅ ▄█▊▊▌▋▇▄▌█▄▇▊▉<█> ▉▍▇██ ▍▇▆█▋▊ █▋▍▌ ▊▊▆ ▋█▇▅▇▄▆▄█▄█ ▄██▌ ▊▊▅ ▇██ ▅▋▆▆
3 Months Ago
Protection needed here?
3 Months Ago
Legacy particles with collision use physics traces instead of mesh traces, (should) be faster and work on terrain https://files.facepunch.com/layla/1b1211b1/sbox-dev_ZaiiI5fZ10.mp4
3 Months Ago
Add cached WeaponComponent.Player
3 Months Ago
Land sound is exposed
3 Months Ago
Scenes free their SceneWorld/PhysicsWorld/GizmoInstance on close/destroy/finalize
3 Months Ago
Fixed Weapon.Owner, network it properly, fix NRE in WeaponRow
3 Months Ago
Too many necks
3 Months Ago
Update line anchor using jobs
3 Months Ago
use core land sound, we'll layer gear audio later
3 Months Ago
Don't play fun kill sound when you've killed a teammate
3 Months Ago
Add Spawn Pickup Chance variable to Breakable prefab (awesome)
3 Months Ago
merge from main
3 Months Ago
When calling NetworkSpawn we break from prefabs in all of our ancestors ( Fixes Facepunch/sbox-issues#5046 )
3 Months Ago
added simple pid implementation for controlling orientation when steering - needs more tuning
3 Months Ago
Vendor clientside stuff: - basic steering - basic wheel rotation
3 Months Ago
Clean GetPrefabScene - actually load the prefab scene if not loaded (although I feel like this would already be doing that if it should be doing it) Add TypeDescription.GetValue, SetValue - handles both properties and fields for QOL TextDialog cleanup ControlSheet.AddRow just creates a ControlWidgetRow (single path) Move ComponentSheetHeader to its own file Now GameObjectTransformControl uses the new path, we don't need to manually align margins MakeIdGuidsUnique returns a translation dictionary Store prefab guid to instance guid translation table on prefab instance root GameObject Add EditorUtility.Prefabs.CreateAsset, obsolete GameObject.GetAsPrefab Add CloneConfig.PrefabVariables Add PrefabFile.VariableList Simplify prefab instance lookup object by id Add PrefabScene.VariableCollection Prefab variables end to end Show variable names when inspecting prefab Prefab variables widget, editing, grouping, deleting Fix ControlSheet stretching horizontally Store variables in the prefab's RootObject, makes most sense Variable star opens a menu instead PrefabVariable UI https://files.facepunch.com/garry/83829991-476d-4934-ad39-099fc0f7ce6d.png Fix prefab changes not updating after save UI tweaks Remove Scene.Save - way too confusing Merge pull request #1603 from Facepunch/prefab-variables Prefab Variables
3 Months Ago
Spectating orbit cam, hide cursor in third person
3 Months Ago
Remove unused prefab variable test scene
3 Months Ago
Merge main
3 Months Ago
Converted weapon deploy / holster events (#104)
3 Months Ago
▊▄▅▄▍ ▉█ ▄▊▇▄▋▇▇ █▇▊▇▌
3 Months Ago
▅▋█▌▉▋▍ ▉█▍▇▍▋▌▋▊▆ ▋▌ ▊▌▇▅▋▌▊▇▄▌▅▇▍▌<█> ▇▊▊▆ ▋▇█ █▇█▅█▋▄ ▇▍▊▄▋▇
3 Months Ago
Remove Scene.Save - way too confusing
3 Months Ago
Convert player events (#104)
3 Months Ago
Move from SteamVR over to Facepunch.XR Remove direct OpenXR bindings Pass debug callback to Facepunch.XR, make a session Move OpenXR requirements into Facepunch.XR Requirements are done automatically now, make instance/device extension format consistent Hack around extension-related crash for now Events Pass vulkan-related stuff in as structure Fetch rendering recommendations from fpxr Remove silly hack hard-coding all our extensions, fetch them properly Bind fpxr compositor and add everything we should need to start submitting FPXR: Session now handled by Compositor, Instance is now a class Delete all OpenVR files & references, stub out anything that required them Initial FPXR presentation logic Fetch display info from compositor Submit texture, render loop, etc. Use Facepunch.XR provided logging levels Pass bounds to texture submit info Default IPD (for testing with null driver) Facepunch.XR works out bounds for us, gives us full render target size separately from eye render target size Do BeginFrame() and EndFrame() on render thread Native to managed bindings cleanup, sync manually Sync cleanup, fpxr update Update fpxr FPXR returns error codes for various functions now, doesn't use builder pattern for instances FPXR enum update Initial XR input support Port SteamVR actions over to Facepunch.XR format, update fpxr lib Clean up When fetching extensions, check if we want to initialise rather than if we have initialised Clean up structs Digital, float, vector2 input state fetching DigitalAction -> BooleanAction, strip down input stuff, remove unnecessary refresh rate calculations Strip down input stuff, we can just do everything by path New actions manifest format FPXR update, new actions manifest path format, temporarily remove knuckles bindings Remove references to menu chord We don't have to worry about action sets right now Store controller bindings in separate files Use input sources for controller differentiation Fetch controller poses (position & orientation) InputSource as enum, only include public fpxr headers Coordinate system fixes
3 Months Ago
Input sources are passed as enum, fetch view info Use interface through public header README.md with examples Simplify GetHandle