221,924 Commits over 3,653 Days - 2.53cph!

16 Days Ago
Fix changes to debug.getregistry Updated language files
16 Days Ago
Add named camera effects for weapon attacks
16 Days Ago
Start work on weapon refactor - hold state info in a resource, pass resource into attack components Add VoiceListResource Add VoiceListResource.Find( key, fallback ) Add voice lists for other crackhead variants Add Actor.PlayVoice, Actor.VoiceList, create player's voice list
16 Days Ago
Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4
16 Days Ago
Toggled bool for ActionGraphInteract
16 Days Ago
Undo the test
16 Days Ago
Update hammer_showcase.scene
16 Days Ago
See if this fixes for Rick
16 Days Ago
16 Days Ago
Fix exception when deleting object in update SoundPoint can override distance attenuation, occlusion, reflection
16 Days Ago
standing lamp
16 Days Ago
clean up
16 Days Ago
Basic ActionGraph Interactor
16 Days Ago
Remove all ggx code for now & just copy directly to cubemap array
16 Days Ago
Let's not make this elseif - always check both
16 Days Ago
Test both old and new formats
16 Days Ago
Add test for loading old reference model type from prefab / json
16 Days Ago
Redeopment interval convar
16 Days Ago
Allow both Sync and HostSync on a property. It means that both the Owner and the Host can control the value. Fixes Facepunch/sbox-issues#5153
16 Days Ago
Fix some Assets not loading properly from cloud folder on startup
16 Days Ago
Merged main to electricity_power_fixes
16 Days Ago
Counter consumption and active usage back to 1 unless it is set to show passthrough Fixed counter output pulling power when it is below counter target value Changing the counter's target value now refreshes the circuit
16 Days Ago
Compile fix
16 Days Ago
Phase out storing GO guid and component type MakeGameObjectsUnique -> MakeIdGuidsUnique (make old method Obsolete and redirect to MakeIdGuidsUnique) Unit test for clone with references When adding component or game object to Directory - check is there a component or game object with that id already, if so, force change it to a new one and spit a warning out. No component or game object should ever be able to share the same guid anyway but this makes sure
16 Days Ago
merge from BindFeedback
16 Days Ago
merge from io_entity_snapping
16 Days Ago
NavMeshObstacle tweaks
16 Days Ago
FileSystem.Write/ReadJson - add AllowNamedFloatingPointLiterals to options
16 Days Ago
Weapon Rack text and Brutalist release date
16 Days Ago
Add Panel.TooltipClass - fixes sbox-issues/issues/4746
16 Days Ago
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16 Days Ago
merge from Easter2024
16 Days Ago
disabled halloween event UI
16 Days Ago
Scientists store APC in their entity memory. Scientists tell the APC when they've mounted it. Correctly track the number of alive scientists that re-mounted the APC. Added new MountNPC AI state and design. Added new SpecialEntity reserved memory entity slot. Updated AI design.
16 Days Ago
Completely strip PackageDownloadMode Cancelling loading cancels properly - fixes sbox-issues/issues/4623 Make download cancelling more convincing, add more download lanes
16 Days Ago
Fixes local interpolation jitter Game Object Network Mode Selection https://files.facepunch.com/conna/1b0711b1/sbox-dev_G97N4pdA3q.png (#1495) [ActionGraphInclude] implies [Expose] Rename "Game Object" node category to "Scene" Expose scene tracing to Action Graph https://files.facepunch.com/ziks/2024-03-11/sbox-dev_rirZ1oi97u.mp4 Fixes Facepunch/sbox-issues#5120 ActionGraph node menu respects [ReadOnly] attributes Check all conditionals in SerializedProperty.ShouldShow, should make multiple ShowIf's work again Update Facepunch.ActionGraph Facepunch/sbox-issues#5066 Facepunch/sbox-issues#5128 OnDestroyInternal should be internal IzTriangleHull calculates center with doubles, I have no idea why this fixes triangle collision but it does handlebar_moustache small adjustments studdle colour adjustments Allow easy access to graph inputs from node menu, including "This" https://files.facepunch.com/ziks/2024-03-11/RkOMLQmLlN.png Facepunch/sbox-issues#5082 Fix copy/pasting nodes referencing graph target input. Fix NRE when deleting items from serialized list in inspector Fix removing dictionary entries not marking scene unsaved Get rid of redraw flicker when adding/removing from lists and dicts Proper fix for hull vs mesh at large coordinates (thanks dirk) Handle exceptions thrown when discovering reflection-based nodes Fixes Facepunch/sbox-issues#5157 Remove last references to lightbinnervr Readd Dynamic/Baked light settings on hammer Add Scene.Render to unify scene rendering - should fix sbox-issues/issues/4924 Strip out menu resources/startup resources - more trouble than it's worth Fix OnPreRender always getting called, even if execute in editor is false Tick UI right before render, after other updates Make ComponentTypeSelector slightly taller (fixes sbox-issues/issues/5155) Component selector search is scored, uses classname and description too Add tooltip to component selector Rename Particle System to Legacy Particle System Asset preview for fbx, obj, smd https://files.facepunch.com/layla/1b1211b1/sbox-dev_uPe3bKuNAh.png Don't preview smd for now SerializedProperty and ControlSheet support nullable values BoolControlWidget fade property when disabled Fbx serializer is too spammy Ignore unknown color formats in CMesh::CalculateInputLayoutFromAttributes Don't create model for preview mesh if there's no valid meshes Add Vector3.CatmullRomSpline, Vector3.TcbSpline Add SceneLineObject Add LineRenderer component Add line prefab Fix NRE Make joint more robust in finding physics bodies, improve the gizmos a bit Better anchor points for spring joint Fix async warning in PreviewMesh Izabu: Move triangle shifting further up the callstack so the fix gets applied to sphere and capsules too ICollisionListener & ITriggerListener have default interface methods + docs Resolves sbox-issues/issues/4852 Fix game setup's Launch Mode always falling back to default LaunchMode.Normal Resolves sbox-issues/issues/4923 Add RigidBody.MotionEnabled Fix prismatic disabling limit when it shouldn't Create slider with 2 pivots and an axis, this makes the most sense Base joint passes two physics points for joint creation Do a pass on all joints to make sure their local frames make sense Fixed joint keeps the bodies fixed where they are at the moment of joint creation instead of snapping Joint gizmo just draws a line from self to target game object Drag & drop components to change their order Resolves sbox-issues/issues/4254 EditLogs for when a component is moved Tick UI before resetting input - fixes sbox-issues/issues/5169 Fix ParticleGradient defaults not saving properly - fixes sbox-issues/issues/5144 Store lobby owner in lobby data, for access from list - fixes sbox-issues/issues/5141 Try to store package revision id in lobby Cubemapper tests Merge branch 'cubemapper' of sbox into cubemapper
16 Days Ago
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16 Days Ago
Try to store package revision id in lobby
16 Days Ago
Serialize as Id not __id so also picked up by MakeGameObjectsUnique Scene unique component ids - update serialization test accordingly
16 Days Ago
Store lobby owner in lobby data, for access from list - fixes sbox-issues/issues/5141
16 Days Ago
Fix ParticleGradient defaults not saving properly - fixes sbox-issues/issues/5144
16 Days Ago
Tick UI before resetting input - fixes sbox-issues/issues/5169
16 Days Ago
Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type
16 Days Ago
Update menu
16 Days Ago
cherrypicking 94043 (merge from tutorial_island)
16 Days Ago
Add unit tests for component id serialization / deserialization - make sure references to Components with Property are properly restored to the correct components by id
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merge from InvisibleClothingSkinFix
16 Days Ago
merge from Easter2024
16 Days Ago
merge from egghunt_optimization/ui_fixes
16 Days Ago
merge from egghunt_optimization