182,614 Commits over 3,106 Days - 2.45cph!

3 Days Ago
Yet some more crosshair editing
3 Days Ago
Citizen: fixed smile morphs (lipCornerPuller) not working
3 Days Ago
Add a basic asset.party location to the asset browser, remote assets have the drag data of `https://asset.party/{ Org }/{ Ident }` Move ManifestMount to Sandbox.Engine Static ToolRender class uses the current CToolRenderContext context Dropping an asset.party asset on a map view creates an empty prop_static that downloads and sets its model asynchronously Create a remote asset manifest within a map doc, save/load remote assets used within the map Simplify mapdoc remote asset manifest, no need for all these C++ bindings ResourceCompilerMap: parse the remote asset manifest and symlink mount any transient assets just before `CResourceCompilerMap::CollectMapDependencies` ResourceCompilerMap: Put the transient asset manifest in the .vpk - this will serve two purposes: publishing should mount before collecitng dependencies of the map, when loading the map locally we need to fetch/mount these transient assets Mount transient assets in resourcecompiler even earlier with a vmap.meta file, any later and the references get fucked up Clean up all this dmx crap and use Asset.MetaData on the vmap for our transient asset manifest Small cleanup in compilemap, it's okay not to have a .meta file, remove some debug logs Get the debug download text working again, use static dirtying this time so its safer / easier Fix null ref on new maps Use AssetSystem.InstallAsync when dropping a package on the map, delete all the old bullshit ManifestMount around here No need for CResourceCompilerMap::MountMapTransientAssets now, asset system mounts cloud automatically Save distinct Asset.Package idents of referenced assets on map save into the Asset.Meta, and make sure they are installed on map load Revert "Move ManifestMount to Sandbox.Engine" This reverts commit c1cbe1e2c3ce181ddde6f9633fe1861c04576bbf. Set the bounding box based on package metadata so you know how big the model is while it's still downloading - I think this metadata probably belongs in the Qt drop data Remove bad using When we're dragging on the map view with Qt, start a QTimer to run tool frames manually. This makes dragging packaged assets able to async properly since we can run our main thread synccontext and dirtied map nodes will actually re-render. Early out if the cloud assets already has the package, don't bother with any unnecessary remote fetching. Refactor and comment. Add Install to context menu of a packaged asset, have already found myself wanting this Icon indicators for installed cloud packages Remove the danger from this async code by using a reference to the CMapNode ID instead, can refactor this further but it's much less shit now Fix model getting stomped whilst dragging it around, for some reason the native free drag code restores from a baseline copy every drag event
3 Days Ago
Adjusted Crosshair setup
3 Days Ago
Added WallInfo.AbsoluteHeight, fixed Vaulting
3 Days Ago
Show WallHeight traces if BasePlayerController.Debug is on
3 Days Ago
Fix model getting stomped whilst dragging it around, for some reason the native free drag code restores from a baseline copy every drag event
3 Days Ago
Increased recoil scale penalty for firing while moving ApproximateWallHeight will only iterate up to 20 times. Before it would be iterating hundreds, if the wall was massive. ApproximateWallHeight will correctly calculate the height of a wall, relative to the player's location Mantle: Duck the player if wall height is low enough
3 Days Ago
Moved Player weapon code into its own partial class
3 Days Ago
Added CanChangeWeapon, queue weapon switches
3 Days Ago
Display enum values Adjust implicit operator formatting
3 Days Ago
Delete individual steam leaderboard entries List periodic leaderboards, implemented deleting
3 Days Ago
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3 Days Ago
Added building detail
3 Days Ago
Fixed revolver animgraph holster anim
3 Days Ago
Update state order and removed debug print
3 Days Ago
Suppress CS1591 Added Operators (and Indexers) section to type view Move summary header out of its internal container So it looks more consistent on the member page
3 Days Ago
Add fallback pickup label hint, no more `[E] object`
3 Days Ago
Changing weapon isn't immediate, added holster state to animgraph
3 Days Ago
Disable score submission in tools mode again Smaller time text, add total level count to UI Fixed submitting wrong depth to leaderboard Throw holdables in a parabola Let enemies wake up immediately on spawn again Added legacy hardhat Lava death text tweaks Fixed players not always throwing the key Tweaked enemy awake delay Fixed hardhat again New leaderboard API
3 Days Ago
Remove the danger from this async code by using a reference to the CMapNode ID instead, can refactor this further but it's much less shit now
3 Days Ago
Removed auto weapon switch when empty
3 Days Ago
Removed SimulateView
3 Days Ago
R870: reload time decreased by more than half
3 Days Ago
Fix min height on scroll views
3 Days Ago
Test operator documentation Merge branch 'master' of sbox
3 Days Ago
Update player screen with new scroll views
3 Days Ago
restructure project
3 Days Ago
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3 Days Ago
rust plus view
3 Days Ago
Allow direct access to camera's render hooks Allow tools access to all alive scenecameras Name the scenes
3 Days Ago
New Outfit Piece! - Hard Hat https://files.facepunch.com/daniel/1b2311b1/hard_hat_01.png Including LODs and some experimental jiggle bones.
3 Days Ago
Do not display indexer properties Remove IsVirtual checks from GetOriginalMethod
3 Days Ago
Fix inspector history not letting objects garbage collect Fixed Option not being adopted by Toolbar, so never being released Add warning if double alloc in InteropSystem
3 Days Ago
anims zombie spawning zombie death anim fix damage numbers network statuses to client
3 Days Ago
Backup 2022/09/23 11:35:22 UTC
3 Days Ago
overgrowth pass
3 Days Ago
navmesh to navmesh teleport fix test
3 Days Ago
merge from options_dropdown
3 Days Ago
Scene backup
3 Days Ago
Added missing interaction sound to ration box
3 Days Ago
Save and load morph weights
3 Days Ago
A more aesthetically pleasing dealer value display
3 Days Ago
Add initial morph pose node to compile animation with manually set morph weights with temp UI https://files.facepunch.com/layla/1b2311b1/sbox-dev_E6nAIZdzWg.png
3 Days Ago
Early out if the cloud assets already has the package, don't bother with any unnecessary remote fetching. Refactor and comment. Add Install to context menu of a packaged asset, have already found myself wanting this Icon indicators for installed cloud packages
3 Days Ago
Update options menu so things use dropdowns instead of the left/right buttons to scroll through Update Facepunch.Flexbox with latest fixes/improvements
3 Days Ago
Ignoring a workspaces.db file that a VS extension uses
3 Days Ago
Don't show game timer until game is live Reduce pre-match to 5 seconds Prematch ui & countdown sfx Temporary match start sfx
3 Days Ago
Merge Main -> Blackjack
3 Days Ago