244,025 Commits over 3,898 Days - 2.61cph!

2 Days Ago
Added an orientation debug gizmo to the parent nested prefab. 40mm size a little bit up again. Fully realistic size too small.
2 Days Ago
Make transform between tile world and voxel space more explicit Improved namvesh debug drawing
2 Days Ago
merge from siege_weapons
2 Days Ago
merge from ragdolling
2 Days Ago
Compile fix
2 Days Ago
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2 Days Ago
Fix removing br in news posts Tweak how ratings work, fix particles Move HasAssetLicense to PackageType
2 Days Ago
Keep news post counts kind of updated
Leaderboard backup, run #15269
3 Days Ago
Map Updates https://files.facepunch.com/daniel/1b0911b1/sbox-dev_MIOeMMuPT9.jpg
3 Days Ago
Minor texture cleanup
3 Days Ago
Clothing Update
3 Days Ago
Kapok tree greybox and swinging vine greybox
3 Days Ago
Fixed a crash when adding/removing a lot of slacked points to a wire Fixed a wire length calculation when adding and removing a lot of points Native arrays allocation optim
3 Days Ago
More particle system changes from CS:GO Endcap particle stuff. New parameters for all operators: "operator fade oscillate", "operator time offset seed", "operator time offset min"/max, "operator time scale seed", "operator time scale min"/max, "operator time strength random scale max", "operator strength scale seed", "operator strength random scale min"/max, "operator end cap state" Particle intitializer updates from CS:GO "scale cp (distance/speed/local speed)" for C_INIT_CreateWithinSphere "randomly_flip_direction" for C_INIT_RandomRotationSpeed and C_INIT_RandomRotation "shuffle" and "linear" for C_INIT_RandomSequence "use particle count instead of time" for C_INIT_PositionWarp "Use sequential CP pairs between start and end point" and "Save Offset" for C_INIT_CreateSequentialPath "collide with water" for C_INIT_LifespanFromVelocity Internal changes to certain particle initializers from CS:GO Added "Lerp EndCap Scalar" and "Lerp EndCap Vector" Ops New options for rope particle renderer "texture_offset", "scale CP start", "scale texture by CP distance", "scale scroll by CP distance", "scale scroll by CP distance", "scale offset by CP distance"
3 Days Ago
Re-applied the PlayerAnimation animator changes from 107542
3 Days Ago
merge from siege_weapons (kept aux2 PlayerAnimation.controller from the shield branch)
3 Days Ago
Selected Tags in PackageTagFilters will still show up if their results are 0, so you can remove the tag instead of it being hidden
3 Days Ago
Set battering ram wheels lod to dynamic
3 Days Ago
Fixed the Main Menu OrganizationModal Add hover/press sounds to packages in games/maps list, prevent x-scrolling.
3 Days Ago
Switched siege tower detailed colliders to use the vehicle large layer Added construction component Added deploy volume to wooden ladders to exclude siege towers
3 Days Ago
Update: adding extra logging and sanity checking when exporting a profile snapshot For some reason one of frames from standalone gets borked - hoping this'll help track it down. Tests: exported craggy in editor
3 Days Ago
- Fixed issue causing effects to spawn inside siege tower - Removed left over mesh renderers - Renamed some colliders
3 Days Ago
Update: Gather GC.Collect activity into perf snapshot - Avoid thread id checks reaching to mono runtime to resolve it, as it's unsafe during GC.Collect Tests: did a 6k standalone perf snapshot, but didn't catch a collection event. Forced one in editor on 3rd frame, confirmed visible in perfetto.
3 Days Ago
Revert some test code
3 Days Ago
Further changes to new siege tower model: - Setup 50%~ of the detail colliders - Fixed wheel orientation - Added catapult wheels to the tower
3 Days Ago
Added wallpaper analytics
3 Days Ago
Tweaked editor startup, don't pop up this cloud progress window, compile assets faster Shorten "Group with new GameObject" Update Facepunch.ActionGraphs Fix Project.EditUrl wrong link Fix asset browser showing compiled alt files of files we have the source to Play asset sound when clicking on asset Tweak TabBar style for icon legibility, consistent positioning Consistent placeholder text for search widgets Asset browser: Stop sticking "Resource" on the end of most asset type names Asset browser: Fix dragging assets only including the first thing, resolves Facepunch/sbox-issues#6810 Asset browser supports multi asset selection [CustomEditor] supports properties marked with [Editor( "editorname" )] Converted OrganisationProperty to OrganisationControlWidget Fix button with no icon padding Fix NRE in attachments Model preview better guess if it's a viewmodel Can multiple select and right click assets to batch publish, and select an org Ident maxlength increased to 64 Fix warning EditorUtility.PlayAssetSound supports sound events Asset browser: Play overlay for sounds Fix button text not being vertically aligned by one pixel. Resolves Facepunch/sbox-issues#6805 Clean up EditorUtility.PlayAssetSound a bit Ignore edging when drawing text outlines, helps with `font-smooth: never;` in combination with `text-stroke` Facepunch/sbox-issues/issues/6764 Fix video background color random Should fix editor startup error Hammer: Can hover and select managed scene render meshes (ModelRenderer) as well as gizmo render bounds, whilst working alongside native traces Cache looking up types by name Added a DateTime ControlWidget. Resolves Facepunch/sbox-issues#6787 https://files.facepunch.com/CarsonKompon/2024/November/05_13-28-CourageousUrutu.mp4 DateTimeControlWidget supports DateTimeOffset as well Added `[Expand]` attribute, which expands the control for that property onto a new line, making it fill the width of the sheet. Resolves Facepunch/sbox-issues#6800 https://files.facepunch.com/CarsonKompon/2024/November/05_14-34-QuarrelsomeFinch.mp4 Don't show properties of incompatible types when assigning Prefab Variables Ensure GUID is saved all the time. And some validation: delete CMapGameObjects that have no GUIDs on load & create CMapGameObjects for scene gameobjects that don't have a match Suppress native transform change callbacks too which were causing angles & scale changes to not execute Transform changes on managed execute EventPropertyEditorCoreAttributeChange_t so gizmos follow properly Clothing Updates Remove notion of installing cloud assets as preview Cloud assets are either on disk or not, this preview state confuses stuff without any real benefit. The important thing is that the references get stored in the assets - which they're not going to if we're not installing the cloud assets. Asset picker previews cloud sounds Call OnAssetHighlighted when highlighting cloud assets in picker Add (hidden) to cloud packages that are hidden Preview sounds when clicking on them in cloud browser Get rid of the package download notice (if we want this, we have to find a less abrasive way) Lets be more explicit with IsPromise, isolate it to GameResource, make it internal, and make sure it gets set to false on load Fix warnings Run assettags.updated only on the main thread Protect against a SceneDock not existing for some reason Protect against GameObjects being added during Serialize somehow Renamed [Expand] -> [WideMode] with optional parameter to hide the label completely Sound Occlusion traces now follow the rules of the "sound" collision group, which defaults to only collide with "solid". Fix ProjectSettings.ReadWithFallback not running JsonUpgraders on old meta fallbacks fix smoke1.vtex IsCloudInstalled doesn't care about versions by default Skip installing remote package if there's already an installed version by default, always download when explicitly installing/updating etc Remove manual package install button fix log interpolation Clothing Update EntityTreeModel::mimeData calls base again so native interactions still work Hammer GameObjects can have children https://files.facepunch.com/matt/1b0611b1/sbox-dev_icF9jl1PDP.png Gizmo.Settings.GizmosEnabled applies to DrawGizmos as well, resolves #1539 https://files.facepunch.com/tony/1b0611b1/sbox-dev_cW3C5AFArY.mp4 Fix broken loading screen characters Fix occlusion not using proper listener position and constantly overriding the target Multicast action graph delegates https://files.facepunch.com/ziks/2024-11-05/sbox-dev_ntUf9trdvk.png Add CommandList * Add CommandList * Add CameraComponent.Hud Remove unused OpenXR launch environment variables Update Facepunch.XR to ec56d1c119e0251cbc105be8a26792e266b68ed3, fixes some minor launching issues VR hand component fixes VR world input component Remove unused VR bits in MenuSystem Basic VR scene menu, loads automatically if VR is enabled Fix Prefab Tabs not having a Context Menu, can now Show Prefab in Asset Browser Added Sound Point Prefab Template and fixed Soundscape Prefab Template https://files.facepunch.com/CarsonKompon/2024/November/06_13-23-RubberyNeondwarfgourami.png Fix not being able to right click a scene/prefab tab if it has unsaved changes Make Right Click clear in the Collision Matrix since the tooltip says it should SoundComponents now use the AudioDistanceFloat controls for Distance. Updated SoundPointComponent gizmos. Gizmo.Draw.Grid can be drawn at an offset Clothes Update Add TrailRenderer.Emitting to control when new points should be added to the trail or not Fix camera shader node typo with FarPlane Make sure ListView itemsPerRow can't be zero Fix map drop object for local maps Dedicated Server Querying and Session Authentication (#1690) * Authentication and encryption can now be enabled (by default) * Session authentication is added for authentication tickets - this is what makes the player count go up on a server or down when they leave * Dedicated servers use a Fake IP and can be connected to either by their Fake IP or by their associated Steam Id * Dedicated servers can be queried from the master server using the GameSocketShare mode and so can now be fetched in-game for displaying in some UI later (Steam Server Browser does not display them due to using Fake IP) * Added Rich Presence support for players who are connected to a dedicated server (and other players can join the game) * Fixed some issues with headless mode such as when things were attempting to use ISteamFriends or some texture methods * Stale connections are properly disposed of and cleaned up within a network system where in some cases before they were not * Ensure that we disconnect from the network system when closing the game/app, this makes sure that the Steam Game Server is properly shut down * Fixed / implemented Steam Game Server callbacks * Moved Steam Network Sockets configuration to C# and set them in the right place now * Ensure that we disallow a player to connect to a dedicated server if there are no player slots remaining Add +hostname support for dedicated servers. For now, just so we have a way of seeing them, bundle dedicated servers in with other lobbies when querying lobbies so they show in the lobby list for a game. Use AppIsDedicatedServer() to determine if should print warning log in texturebase. Don't run Panel.TickInternal if we're a dedicated server - makes no sense for Panels to even exist. Make dedicated server console window title s&box Dedicated Server We can omit this warning too if we're a dedicated server Create assets/folders from sidebar folder nodes Fix asset type filters excluding compiled assets that should be shown, resolves Facepunch/sbox-issues#6814 Tidy/refactor search widget, asset type filtering works in both flat and normal views Make sure picker-enforced filters are shown in the search widget, disable user editing Implement stubbed Search Bar in HomeWidget, moving it outside of the filters popup https://files.facepunch.com/CarsonKompon/2024/November/07_07-14-FakeMillipede.mp4 Use error model for sceneobject when model has no valid render meshes Do the same for scenemodel Cloud browser: maintain location query when searching, clear facet selection with sidebar shortcut Remove unused folder node logic for cloud locations Skip dropdowns for facets included in the base/location query Fix LobbyCard NRE fix glass vtex Fix some compiled assets wrongly being hidden, Facepunch/sbox-issues#6814 Categorize Create Asset menu, can create code files, add templates for compute, material, unlit shaders Use GameResource.Category in New Asset menu Give built in resources categories too, merge with gameresources Create templates for c# empty, component, razor code files and compute, material, unlit shaders Update Refit Update Facepunch.XR and defs to 24b8e70e5c89d04b3f42d8b022bf97e05b82349f, adds check for headset/runtime availablity VR initialization changes - always load VR extensions if there's a runtime and headset available, so we can init mid-session Editor: Make ToggleSwitch look nicer Add toggle switch in editor for VR https://files.facepunch.com/alexguthrie/1b0711b1/sbox-dev_k3x5LXNKca.png When creating a Sound Event, the file extension is now replaced instead of appended. Resolves Facepunch/sbox-issues#6816 Update Facepunch.XR to 1dce6d64669f0c19b0e43936bf53b1770d50a6f8, cache HasHeadset value Don't build VR Toggle Widget if there's no headset or runtime Cache native physics body shapes so GetShape can have direct access to them Disable rendering on sceneobject when model renderer uses model that has no valid render meshes Fix opening .action resources Fixes Facepunch/sbox-issues#6841 Fix Create/Save File Dialogs opening in the folder above your current directory Fix Asset Browser NREs when filtering by file extension and file has no extension Menu refresh * razor: Invalidate render tree when setting RenderFragment - fixes sections of razor ui not updating until hovered * updated menu UI * deleted old menu styles Hooked up Texture Editor Browser and gave it the proper Filter type Filtering by Image in the Asset Browser now shows all supported file types instead of just JPG Fix [Feature] properties not being added to a ControlSheet when non-Feature properties don't exist. Resolves Facepunch/sbox-issues#6842 Fix Select Map button Remove unused Fix clicking map opening two modals Fix Map modal buttons Fix can't join game Fix server list modal broken design Fix game/map modals not hotloading Fix binds modal Fix review modal Remove [StyleSheet] from everything, because it's not needed now Use ResourceName as default name for prefab templates instead of just adding an empty entry Prevent "General" tab from displaying even if a Component has no Features Adjust physicshape collection Merge branch 'master' into navmesh-tiled
3 Days Ago
Can upload alternative thumbs for 16/9 and 9/16
3 Days Ago
Fix error when trying to unload tiles that don't exists
3 Days Ago
Use ResourceName as default name for prefab templates instead of just adding an empty entry Prevent "General" tab from displaying even if a Component has no Features
3 Days Ago
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3 Days Ago
Moed ladders to be compatable with new siege tower model
3 Days Ago
3 Days Ago
Simplify serialization, get ready for directly reusable graphs Delegates can reference graphs by path
3 Days Ago
Fix binds modal Fix review modal Remove [StyleSheet] from everything, because it's not needed now
3 Days Ago
Fixed disabled quantity text for repair bench ingredients when the quantity is 1
3 Days Ago
Fix Select Map button Remove unused Fix clicking map opening two modals Fix Map modal buttons Fix can't join game Fix server list modal broken design Fix game/map modals not hotloading
3 Days Ago
main -> vines
3 Days Ago
Fixed research table lootpanel showing incorrect phrase for broken items Also fixed truncated texts in some languages
3 Days Ago
Hooked up Texture Editor Browser and gave it the proper Filter type Filtering by Image in the Asset Browser now shows all supported file types instead of just JPG Fix [Feature] properties not being added to a ControlSheet when non-Feature properties don't exist. Resolves Facepunch/sbox-issues#6842
3 Days Ago
Cutting the power of a broadcasting RF broadcaster will now stop its signal
3 Days Ago
added playground.sculptures test scene with its own filestorage db to store the sculpture data
3 Days Ago
server handles decoding saved sculptures from disk properly
3 Days Ago
merge from main
3 Days Ago
made server file storage a convar - default behaviour retained
3 Days Ago
Battering ram NRE fix
3 Days Ago
Added ballista MountPose blend tree Player model now walks left and right when steering the ballista
3 Days Ago
Set some initial placeholder preset values for all four presets (mostly just to stop it crashing)
3 Days Ago
Update: export Allocs as process-wide events This puts them on a separate track, making it easier to spot them. Tests: checked craggy snapshot in perfetto