243,423 Commits over 3,898 Days - 2.60cph!

5 Months Ago
Merge main -> HeliHandbrake
5 Months Ago
Can now open and unlock techs from the lower tiers of workbench when using a higher tier (eg. T3 workbench now allows access to T1+T2+T3 tech trees) Create a button per tech tree in the workbench panel Convert workbench loot panel to a prefab rather than S2P S2P bandit town and compound (monument workbenches share the same feature)
5 Months Ago
- Fixed scrap heli not being driveable on ground with Ctrl key anymore - Fixed scrap heli wheels not animating
5 Months Ago
Merge from hackweek_renderlod_collapse (crafter NRE fix)
5 Months Ago
Revert industrial crafter to old renderer handling, just disable the collapsing on the renderer
5 Months Ago
SAM sites no longer target sleeping or kinematic vehicles
5 Months Ago
Decrease craft time of the following items from 30s to 15s - Wood shutters - All types of window bars - Window glass
5 Months Ago
Use -4.5 instead for a 25% reduction in penalty
5 Months Ago
Horse armour now reduces horse speed by only 4, was 6
5 Months Ago
Bone fragments are now compostable into fertiliser at a ratio of 10:1. No bait value.
5 Months Ago
Update Facepunch.ActionGraph Fixed GameInstance.TrapButtons not trapping when we don't have a menu Mesh Editor: Alt right click another to apply selected face material to another face Fixed input rebinding not working when running a local game / in the editor Add new dlls to release archive Move unittest razor/generator tests to compiler test Generator: additional files presented as text rather than paths Add additional tests Compiler builds a CodeArchive and then compiles from that Add "Reset to Default" menu option to ControlLabel Typo Build fix GetButtonOrigin tries to grab collection bind in first slot before falling back to input action default (resolves sbox-issues/issues/5526) Fix transform update delay when Skinned Model Renderer is attached to bone of another Skinned Model Renderer (#1578) * Fix lag/wobbly update when Skinned Model Renderer is attached to bone of another Skinned Model Renderer * Use Channel to contain changed transforms, write to that in threads for animation updates, then call transform changed on main thread for them after Keep one list of references. Keep them in CodeArchive. Cleanup, remove unused code Api.Get return null if 404 Fix base project not compiling More compiler cleanup Disable FastPathTests (left a comment for you @Metapyziks) CompilerSettings becomes Compiler.Configuration, is a struct Cascade ParseOptions down on each compile instead of trying to keep it up to date ByteStream can be accessed from non-main threads Add ByteStream.Compress(), Decompress Can create compiler without file path CodeArchive serialize/deserialize Write code archive to filesystem Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732) Don't copy filesystem dll to game root Revert "Don't create control widgets if their type doesn't have a default constructor (resolves sbox-issues/issues/4732)" This was breaking certain types that are created from native Include code archive when publishing Update VR hands with more backported stuff & fixes + left hand model VR hands: couple more fixes + "cylinder" poses VR hands: "grab" poses Hide some of these filesystem things, in hopes that the analyzer stops looking for zio Update minor update packages SkinnedModelRenderer: Don't let anything get in the way of deleting the sceneobject on disable Generate schema as part of build Mesh Editor: Alt+Right actually wraps the uvs now https://files.facepunch.com/layla/1b1711b1/sbox-dev_xWZDd66awF.mp4 Remove VR hand assets from "Half-Life: Alyx" & associated source files Support compiling from a MemoryFileSystem Re-implement / simplify FastPathTest Fix test host process crashing in TestCompiler Fix nullable error Add MusicPlayer.TargetMixer ColorGrading - Work In Progress ColorGrading Post Process - Work in Progress. Temperature Mapping, Tone mapping methods. Working on per channel curves. New Clothing Piece! - Cowboy Hat and Sleeveless Jacket First passes of the cowboy and sleeveless jacket assets LODs and further skinning adjustments coming ASAP. https://files.facepunch.com/daniel/1b1711b1/ApplicationFrameHost_3qpuuGFpGa.jpg Don't cache null types in AssetType.FromExtension. Fixes GameResource assets not appearing in projects that use libraries. Fixes Facepunch/sbox-issues#5498 Remove model check in CMeshSystem::ChangeModel, this function needs to run even if it's the same model for model reloads Add CompilerName and AdditionalFiles to CodeArchive Add CompileCodeArchive test beard adjustments / fixes Fix Project.HasCompiler logic to look for any compiler (resolves sbox-issues/issues/5531) Use intermediary texture to avoid collision in filtering generated cubemaps, this should fix the cubemap corruption in certain hardware Delete ILobby Add softsplit.donut to codearchive test Rework polygon mesh to have texture coords the same as hammer, coords can be computed by params and params can be computed by coords. This allows texture wrapping to be identical to hammer. https://files.facepunch.com/layla/1b1911b1/sbox-dev_eGxR8MTpVC.mp4 Add this function back, someone was using it Don't html encode comments Cleanup header bar Fix compile warning Do an initial clear initialization on FindOrCreateFrameBufferScratchTexture to make sure the data is not garbage, should fix SSR accumulation artifacts specially on multiview UI-only clears should respect if ( r_ui.GetBool() ) as also per sbox/issues/1575 , will check to make this a clear layer rather than a render layer Change how escape button works, so it has a set path from game => menu -> tools Input.EscapePressed is no longer accumulated Input.EscapePressed has a setter, so you can prevent it doing further things Break game window focus in editor if escape is pressed DragAssetData.Parse: Resolve local asset before attempting to make it a package ident Material API specular obeys S_SPECULAR same as Valve's PS_FinalCombinerDoLighting (you can now turn it off) Graphics.PrepareTextureForUse -> Texture.MarkUsed (Doesn't need a graphics context now) Json.SerializeAsObject (GameResource serialization) supports [JsonInclude] on non public properties. Deserialization already supported it. WrapTextureToSelection with shift-alt-rmb https://files.facepunch.com/layla/1b2011b1/sbox-dev_MA50eCo78d.mp4 Work in progress update RGB and HSV per channel colour curves, UI improvements Fix NRE's when polygon mesh face has no material set Add pause menu Add Game.Overlay.IsPauseMenuOpen Fix DelegateFunctionPointer making traces slow Move InterpolationBuffer to Sandbox.System Cleanup Sandbox.Game Remove unused steamworks stuff Fix Rotation.LookAt(Vector3 forward) Broken if you do Rotation.LookAt(Vector3.Forward) ConeEmitter: velocity direction should always be away from tip ConeEmitter: fix distribution if OnEdge is false New Outfit Piece! - Bandana Mask https://files.facepunch.com/daniel/1b2111b1/BJICfUHSEi.jpg LODs coming asap Add InteractionRange to WorldPanel component (resolves sbox-issues/issues/5550) Party wip Fix Razor panels erroring when using <style> tags. All code paths are already relative since CodeArchive changes. Fixes Facepunch/sbox-issues#5528 Replace old friend menu model swatches deleted Follow party into network game Fix codegen error check in compiler Was causing first build after fixing errors to fail too Retry downloads 3 times on non success status error Validate download size in CodeArchive test Update Facepunch.ActionGraphs Fuck knows why I did this, seems to be causing problems now Add fit texturing to mesh faces https://files.facepunch.com/layla/1b2111b1/sbox-dev_4I6Ptq6CgB.mp4 Add justify texturing to mesh faces https://files.facepunch.com/layla/1b2111b1/sbox-dev_Nf5FGYFcJH.mp4 Fix not following leader into MP game Lets put a social bar on the pause menu Tweak to avoid game join timeout Revert "Fuck knows why I did this, seems to be causing problems now" - Fucked on AMD. It'll be easier to debug when we're not rendering backwards in NativeRenderingWidget Fixed - Lighting Preview cubemaps do not match the skybox HDRI itself sbox-issues/issues/5546 Support Tint on Prop component https://files.facepunch.com/louie/1b2111b1/FxQMscVdqE.jpg Map Instance creates props_phys/anims/dynamic as Prop Components switched shader on primary_white_* materials Highlight parties that are playing a game Ensure all swapchains are up to date before doing any rendering rather than when doing it per swapchain when the NativeRenderingWidget renders Finally get rid of that renderdevice window hack that has been there forever, do SetWindowPos correctly in hostedwidget for main window Use SizeToParent to set initial window position initially for HostedWidgets Simplify InterpolationBuffer a little bit (internal API) Disable interpolation during certain initialization callbacks for components More WIP changes Added per channel mappings, LUT for HSV and RGB, code improvements, ACES calculations,. Latest ColorGrading post process and shader Latest ColorGrading post process and shader Removed some meta commands and tidy ups Some '#fdefs not needed as unused Uniforms optimised away by compiler. Some white space tidy ups. Merge pull request #1584 from Facepunch/ColorGrading2 Color grading2 When finding files to publish, also look in libraries Clear up these ".vfx" references to avoid confusion ColorGrading: Expose to TypeLibrary, make properties public so inspector can find them (Engine classes are exposed differently than classes in projects) Compiled ColorGrading shader ColorGrading: Don't need these private enums, they map 1:1 with the public Add rotate and treat as one to mesh face texturing Make rotate undoable Allow selected mesh faces to be extracted and put into a new mesh Add retry resilience to DownloadString New Outfit Piece - Fingerless Gloves https://files.facepunch.com/daniel/1b2211b1/Screenshot%202024-05-22%20221155.png LODs coming asap Make lobby callbacks interface based, simpler, easier Fix UpdateFromPrefab() NRE when GameObjectFlags.NotSaved Sort envmaps properly Fix debug vis on Material API https://i.imgur.com/v1jw9qv.png Ambient occlusion debug vis https://files.facepunch.com/sampavlovic/1b2311b1/ao.png Use explicit UAV barriers for cubemapper Fixed WorldPanel gizmo scale Fix bounds for scaled WorldPanels Scaled up panels were getting culled while on-screen Fix bone merged skinned model first frame being wrong PartyRoom.SendChatMessage Fixed WorldPanel.RayToLocalPosition when scaled Fixes Facepunch/sbox-issues#5558 Update avatar scene to fix outdated scene meshes Fix edge extrude not updating uvs of connecting face ctrl+i inverts selection for vertices, edges and faces Only ensure swapchains up to date in tools mode and dont let hostedwidget change videomode, that's also handled by EnsureSwapChainsUpToDate and was causing a vulkan crash Fix Directional AO shader, it was broken for a while and nobody noticed, add a proper falloff curve to it, I feel like just deleting this and starting new with the new Scene Distance Field AO stuff Recompute origin of new mesh for extracted mesh faces Switch from Marshal.SizeOf to Unsafe.SizeOf in a bunch of places where Marshal is wrong Fix NotImplementedException in SteamLobbySocket - fixes sbox-issues/issues/5560 Sorry I'm an idiot .gitignore: wanna keep these launchSettings local Component inspector event toggle color / tooltip shows if actions are populated https://files.facepunch.com/ziks/2024-05-24/sbox-dev_DLz0WbVE9W.png Facepunch/sbox-issues#5563 Fix edge connect not recomputing texcoords Make sure we only load skybox if it uses a sky shader, CSkyBoxObjectDesc expects a static input layout and causes validation errors if anything else is assigned, this also makes sure you can only select skybox materials Cache ActionGraphs per PrefabFile Vulkan: When a swapchain needs an update, update only that specific swapchain rather than all of them, remove that stupid EnsureSwapChainsUpToDate too, fixes resizes on tools looking horrible too Handle NativeRenderWidget presents outside of Begin/FinishRenderingViews block, a lot of the logic for rendering is in the RenderingViews block and was getting stomped on, the hack we had before only hid that, separates render/present steps cleanly, should fix vulkan crash issues on tools Merge branch 'master' into AsyncRenderSceneToPixmap
5 Months Ago
Vulkan: When a swapchain needs an update, update only that specific swapchain rather than all of them, remove that stupid EnsureSwapChainsUpToDate too, fixes resizes on tools looking horrible too Handle NativeRenderWidget presents outside of Begin/FinishRenderingViews block, a lot of the logic for rendering is in the RenderingViews block and was getting stomped on, the hack we had before only hid that, separates render/present steps cleanly, should fix vulkan crash issues on tools
5 Months Ago
Add comments (it actually was not spawning on bottom as frequently, top was fine)
5 Months Ago
Fix oilrig not spawning on the top of the map as often as expected
5 Months Ago
FOV offset is too much when aiming, reduce it Add GameEventSystem Temporarily turn off impact particles Don't show player marker if they're dead Implement hitmarkers Ricochet, object penetration
5 Months Ago
Add basic sway
5 Months Ago
Leaderboard backup, run #12042
5 Months Ago
Hook aim inertia values up for viewmodels (https://files.facepunch.com/tony/1b2511b1/sbox-dev_2sW0LA4PSo.mp4)
5 Months Ago
Fixed MP5 irons Bind Slot3, add USP to default loadout
5 Months Ago
Use new M4 sound, don't render player marker if behind
5 Months Ago
Added Marker.IsOffScreen, Marker.IsBehind, Marker.ClampToScreen, screen safezone Added chevron that points towards the target while it's off screen (https://files.facepunch.com/tony/1b2511b1/sbox-dev_8FvXZNa3to.mp4)
5 Months Ago
Start framing out a hud marker system Don't display markers that are behind the player by default
5 Months Ago
Code cleanup, docs, hud adjustments
5 Months Ago
Attack ground effect WIP
5 Months Ago
Cache ActionGraphs per PrefabFile
5 Months Ago
5 Months Ago
Add to cache on deserialize
5 Months Ago
Check cache even when deserializing full graphs
5 Months Ago
5 Months Ago
Expose parts of ActionGraphCache
5 Months Ago
5 Months Ago
Implement M4A1 weapon
5 Months Ago
Leaderboard backup, run #12018
5 Months Ago
Tuned back salvaged hammer because it's a T1 item, not T2 - 3x original DPS -> 2x original DPS against deployables (60% of jackhammer DPS) - destroys every barrel 2 hits -> destroys 35hp barrel in 1 hit, 50hp barrel in 2 hits - better than every other melee tool at breaking deployables, outclassed by jackhamer
5 Months Ago
merge from main -> qol_salvaged_hammer_buff
5 Months Ago
Headlight improvements & flare fixes.
5 Months Ago
Main cannon attack prefab
5 Months Ago
Attack stuff. Organized files for merge.
5 Months Ago
Fix mixing table resetting to the top of the scrolling menu of recipes every time you access one https://files.facepunch.com/jakerich/m2pBAkIZ6ElU7yHx/JkdhwA88p25hlpI2.mp4
5 Months Ago
background bits
5 Months Ago
Various material, PFX and lighting perf optimizations. New firing, traversal & damage FX. Texture tweaks; Got rid of the Desert Storm Coalition markings. Less noisy bare metal scratches and stuff.
5 Months Ago
Possible fix for parented players getting teleported far off the vehicle after a nexus transfer and probably getting killed Might have only affected players with admin permission because antihack should have prevented it
5 Months Ago
Remove redundant player rotation set after swapping a passenger to the driver seat Add some code to dump nexus transfer requests to a file as JSON
5 Months Ago
Fix #SERVER error
5 Months Ago
merge from main -> analytics_server_profling
5 Months Ago
v_m4a1: copy non-shared mode selector weightlists from MP5
5 Months Ago
v_trenchknife: asset.party metadata v_m4a1: make temp reused MP5 reload slightly less janky by making it additive at runtime
5 Months Ago
Allow barricades to decay the same speed indoors or outdoors - barricades still won't decay when inside building privledge
5 Months Ago
Can override deploy tickrate for entities with faster decay rates - set decay tickrate of barricades from 10min -> 1min
5 Months Ago
Do not show IOEntity UI information panel for generic IO type items (fixes signs and frame showing power usage 0)