226,476 Commits over 3,714 Days - 2.54cph!

7 Months Ago
Defer getting display info for property / field / method nodes
7 Months Ago
7 Months Ago
7 Months Ago
Fix display info for bound property / field / method nodes
7 Months Ago
Start moving more over to managed - not sure we need all of this though Remove more unused
7 Months Ago
Fix protobuf generator not having updated generated code from `threadsafe_protobuf`
7 Months Ago
#CLIENT and #SERVER compile fixes
7 Months Ago
Added "Rust/Standard Mesh Terrain" for mesh-based terrains; assigned to tutorial island material w/ temp control maps
7 Months Ago
OnEntityCreated is now also called for clientside only entities
7 Months Ago
Mesh update
7 Months Ago
wip
7 Months Ago
Overgrowth
7 Months Ago
merge from main -> wire_tool_reconnect
7 Months Ago
Refactor "altMove" and "backpackOpen" into a enum "ItemMoveModifiers", add in ctrl + shift modifiers as well (unused)
7 Months Ago
Prevent backpack being dropped because the locker can't accept a backpack with items, instead keep it in the player's inventory
7 Months Ago
Add NavigationPath.GetPositionAlongPath Add Gizmo.Draw.SolidTriangles Remove all the Msg'ing when generating a navmesh
7 Months Ago
Underwater detailing
7 Months Ago
Add skinned backpack mesh
7 Months Ago
VR GPU flush timer More more IVr stuff over to managed No multiview instancing Don't set D_MULTIVIEW_INSTANCING for debug overlays
7 Months Ago
7 Months Ago
Support specifying type arguments in node properties
7 Months Ago
Fixed rail link sometimes overlapping elevator shafts
7 Months Ago
merge from main
7 Months Ago
Added camera frustum outline rendering at runtime.
7 Months Ago
merge from main
7 Months Ago
Halloween Score board fix
7 Months Ago
Added heightmap mesh for the second entrance
7 Months Ago
Dynamic method calls Support dynamic method calls with return types Avoid parameter name collisions Support methods with out parameters
7 Months Ago
Add OnValidate Fix Surface defined multiple times Refactor Scene class
7 Months Ago
Restore content unloading, but behind convar gmod_unload_test, defaults to 0 Build bspzip.exe and ship it (32bit only)
7 Months Ago
Location point generation and handling. UI distance clamping. Use radius for long range detection.
7 Months Ago
Added First Wanted Poster Variation Added First Wanted Poster Materials and Model Setup Basic Prefab
7 Months Ago
Fix gmod_suit 1 breaking sprinting Sentences system calls EntityEmitSound There are a few caveats: * SoundName is always invalid.wav * OriginalSoundName is the sentence name * The sound table will contain SentenceIndex in these cases * OriginalSoundName can be changed to replace the sound. Global.EmitSentence now has an optional 9th argument = DSP, defaults to 0 Added Panel.GetScrollStartIndexes Works only on text entries, returns 2 values - x axis offset, y axis offset Added some NPC functions NPC.GetGoalPos NPC.GetGoalTarget NPC.IsCurWaypointGoal More "reportable" keyvalues in default FGDs Shows useful info in the Entity Report window Added NPC:GetCurGoalType navmesh Lua API additions Added missing enum for NAV_MESH_BLOCKED_PROPDOOR Added navmesh.GetBlockedAreas() Added CNavArea:MarkAsBlocked( teamID ) Added CNavArea:MarkAsUnblocked( teamID ) Added CNavArea:RemoveAttributes( flags ) Added CNavArea:AddAttributes( flags ) Disable default automatic navmesh unblocking Add some of the existing nav related entities to the FGD func_physbox/pushable is ignored by navmesh gen Disallow making addon presets with empty names Also fixed number only names being unable to be deleted Confirmation when deleting addon presets Addon preset importing and exporting Merge Pull Request Added net.Read/WritePlayer Make ENT:OnTaskFailed second argument work Added 2nd return value to NPC:Disposition - priority Panel.DrawTextEntryText doesn't silently fail with invalid input gitignore settings/presets/ Fix crashes when attempting to index invalid sentence IDs Fix spawnmenu saved cursor pos resetting to middle of the screen sometimes Resolved incompatibility with $BlendModulateTexture and $detail Give sk_ally_regen_time a minimum value of 0.01 to avoid division by 0 And subsequent freezes due to infinite loops Lazily fix props with VortWarp shader crashing when entering water Reduce default max_fps to 150 There's no reason to have it at 300 by default Add a hack for $alphatest 1 displacements not having collisions $alphatest 1 brushes are considered "windows" and are non solid, but it doesn't make sense for displacements. Rename CS:GO mountable game to mention the legacy branch I am not sure we should keep it, might just leave this to mount.cfg Fixed blendable textures on a brush being inverted in Hammer i.e. not appearing like they do in-game. Remove empty files from build process Fixed fonts from gamemode's content/ folder not being extracted For workshop addons, so they can actually be loaded. Hide "No bound shader" warning behind developer 1 And also add which materials the error is for Merged Pull Requests gmad.exe - Reduced buffer reallocations, which results in much faster .gma file creation, most noticeable with many small files. Added zi_ maps to Team Fortress 2 category Merged Pull Requests Added ents.Iterator and player.Iterator Added string.CardinalToOrdinal Fix compile error
7 Months Ago
Open scene menu when right clicking hierarchy tree background Fix SpinComponent speed limit Catch errors in undo Fix GameObject.Clear not actually clearing shit
7 Months Ago
Fixed _ShadowMapTexture related errors in "Rust/Standard", possibly others
7 Months Ago
Reference Facepunch.ActionJigs, NodeGraph refactor Allow references to Facepunch.ActionJigs in editor code More plumbing for action editing Updated ActionJigs Some more node types Support deserializing system types if TypeLibrary is okay with them Error messages in node tool tips Added GraphView.GetRelevantNodes Node graph HandleConfig refactor Allow arbitrary nesting in node creation context menu Default handle color tweak Update Facepunch.ActionJigs Hotload: fix before / after constraints on upgrader ordering TypeLibrary.GetSerializedObject overload accepting a getter Add [Flags] to DockProperty Constant nodes Node interface tweaks Update() node UI after Layout() calls Update ActionJigs Try to get nodes to redraw on change Post-rebase fixes I missed Updated Facepunch.ActionJigs GraphView.CenterOnSelection Allow custom exception stack trace inspectors Update Facepunch.ActionJigs Update Facepunch.ActionJigs Null literal node Can get / set fields with nodes INode.CanClone, CanRemove Post-rebase fixes
7 Months Ago
Update gm_construct.nav Added walkable drop down only areas to elevated areas, such as roofs of certain buildings Added some navarea functions Added CNavArea.GetIncomingConnectionDistances Added CNavArea.GetAdjacentAreaDistances Both have optional arguments to limit output to a certain navDir, and return the precalculated distances to the returned areas.
7 Months Ago
Cherry picked 88685, 88686
7 Months Ago
7 Months Ago
Fixed water not rendering properly on Scene View in play mode
7 Months Ago
particles component Tonemap sliders
7 Months Ago
Merge from main
7 Months Ago
Hair-net White variation
7 Months Ago
Chef outfit LODs
7 Months Ago
Fill out SceneParticles
7 Months Ago
Fixed "CopyTexture" error and "built-in RT type 15 not found" warning, when spawning players
7 Months Ago
Flush managed rts the same time native wants to, stops those huge temporary vram spikes when resizing scene editor
7 Months Ago
Save and Restore scene session camera state
7 Months Ago
Plumb in a fix for EntityPrefabEditor entity selection