243,575 Commits over 3,898 Days - 2.60cph!

6 Months Ago
3rd person eject fix
6 Months Ago
Same thing for no shadow lights missing their AmbientLightLOD component
6 Months Ago
Added a tool iterating over all the project prefabs, flagging any lights with shadow enabled and no LightLOD component (found a shitton of potential issues)
6 Months Ago
SKS attachments and FX
6 Months Ago
Wrong docs
6 Months Ago
Fixed incorrect IsAllowedTransitionState logic AlertState uses scoring and FromStates (from Idle, or Patrol only)
6 Months Ago
Use enum for now
6 Months Ago
openxr_loader lib Add Facepunch.XR native library Initial bindings to Facepunch.XR
6 Months Ago
Reimplemented movement tilt
6 Months Ago
Support multiple scene mesh export to vmdl https://files.facepunch.com/layla/1b1511b1/sbox-dev_KtN4e3locJ.png
6 Months Ago
Start designing FromStates, state entry scores PatrolState is implemented using scoring system now
6 Months Ago
scene for testing movement on angled track pieces, remove shake from camera, some tutorial map work and welcome message, blend file updates
6 Months Ago
Added smooth time. New direction calculations
6 Months Ago
Only enable motion if we're the owner (or we don't network bodies)
6 Months Ago
Heli now sways rotation
6 Months Ago
move viewport/instance gizmo settings to EditorCookie from ProjectCookie
6 Months Ago
▄▉▄▅▌█ ▍▆▆▌▄ ▍▇█▇, ▋▍▌▊▋▍▅▍▄▇ ▅▉▊▇▋█▉▇, ▇█▉▇▊▊▍█▉ ▊▇▌▆ ▉█▄▍▉▉▇ █▌▌▉▍▌ ▋▍▆▍ ▉▇█ ▊▄▍ ▌▇▆▅▋, ▆█▉▊▆▄ ▉▄▊█ ▅▍▆▍█▉ ▄█▋▌▄▆▉ (▄▍ █▊▉█▆ > ▉ ▆▇▊▅▇)
6 Months Ago
Initial experiment with networked Model Physics
6 Months Ago
save/restore sceneview layout
6 Months Ago
master house wip
6 Months Ago
Actually apply TimeSinceFootstepEvent Stop reacting to our own footsteps General cleanup Give the other guy a patrol path so he can return to it after battering the crackhead Update AI playground scene
6 Months Ago
Score, basic HUD
6 Months Ago
Helper utility to walk AI actors to a set destination (RTS style) Refactor AttackingState to be derived from Chase, AI can fight eachother kinda now Fallback for if the attacker lost its target somehow AI broadcast footstep stimuli too
6 Months Ago
██▅▊▊▇▌▋▇▆ ▍▉▉▋ █▇▍██ ▄▄ █▌▊▊▊ ▉▇█▄▌▋▉ ▅▍ ▆▉▌█▍▅ ▉▉▉▅▄ ▅▇ ▇▍▋▇▆▍█ ▍▊█▄▄▌█▇▆▇▅▍▇ ▋▆▋▅▄, ▉▍█▌▆█▉█ ▅▍█ ▇▉█▉ ▋▄▉▄▌▇ ▅▊▆▇▆▄▅ (▋▉▅▅▉▇▋▄ ▍▄█▄█▊ ▊▉▍▍ ▌▊▇▊ ▋▊ ▊▇▋▇▇ > ▆▉ ▄██▋▊)
6 Months Ago
ControlObjectWidget: don't create an instance for AG properties
6 Months Ago
Re-implementing wire slack
6 Months Ago
merge from water-fog-scatter-strength
6 Months Ago
Merged wiretool_fixes2 into wire_slacking
6 Months Ago
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6 Months Ago
merge from chat_ui_fix
6 Months Ago
merge from patrolheli_npc_fix
6 Months Ago
merge from heli_changes_3_fixed
6 Months Ago
merge from ship_patrol_path_vis
6 Months Ago
merge from fix_demolish_radial_menu_order
6 Months Ago
add support for per-widget toolbar actions
6 Months Ago
Hotload: ignore Microsoft.CodeAnalysis
6 Months Ago
Added art for prisoner hood overlay
6 Months Ago
Merge from map_perf_improvements2
6 Months Ago
rework to single layout and splitter, disable new tab creation for now
6 Months Ago
Fixed NRE when reopening a map with clustered vending machines
6 Months Ago
Cleanup
6 Months Ago
6 Months Ago
Update DepthOfField.cs FocalDistance approaching zero was causing a numeric issue and assert. Some DOF shader optims - Work in progress Some DOF optimisations including eliminating trig from pixel loop. This is Work in Progress, could do more optims here. Optimisations to Postprocessing shaders Optims to Postprocessing - Depth of Field, Bloom, Blur, Sharpen, Also DoF bug fix on focal distance at 0 Merge branch 'master' into MDV---PostProcessing-optims Post processing optims / tidyups Depth of field & blur - several mods - trig. eliminated in loops + other minor improvements. DoF bug fixed when focal distance close to 0 previously asserted. math fixed. Merge branch 'MDV---PostProcessing-optims'
6 Months Ago
Post processing optims / tidyups Depth of field & blur - several mods - trig. eliminated in loops + other minor improvements. DoF bug fixed when focal distance close to 0 previously asserted. math fixed.
6 Months Ago
Hide / don't serialize SDF chunk components
6 Months Ago
Update RTC description and subtitle
6 Months Ago
Fix GameLoadingFlags.Developer Add missing [Flags] attributes
6 Months Ago
Fixes to restore some old and intended behavior, additional documentation EnumControlWidget: Use Title instead of Name in PaintControl Add GameObjectFlags.ProceduralBone Serialize GameObjectFlags, but selectively read them SkinnedModelRenderer sets bones directly, reads back procedural bones Make procedural bones a different color. allow toggling in inspector Download bones on main thread Try to avoid TransformChanged() getting called for each bone on animation When setting bind pose, also reset the animhelper Add SkinnedModelRenderer,ClearParameters Fix one frame without procedurals Start cleaning up menu bar Rate limit leaderboard queries Changed play button bind back to F5 Shadergraph: Add Tint node to grab the tint of the sceneobject Shadergraph: Add tint color to render options https://files.facepunch.com/layla/1b1011b1/sbox-dev_ELn53pVfKS.png Add Mesh.UvDensity, needs to be calculated for texture streaming Calculate uv density for scene meshes Shadergraph: Add world space to tangent space to TransformNormal node Recompile decal shader, lighting was fucked (https://files.facepunch.com/devultj/1b1011b1/mhPZ645aj0.jpg) Add Recent Scenes to File Menu (https://files.facepunch.com/devultj/1b1011b1/yyrxhZZSIa.png) Move Recent Scenes into its own section between Save All and Quit Don't serialize ResourceVersion to GameResources (resolves sbox-issues/issues/5440) Add ability to grab underlying shader name from Material Whitelist System.Private.CoreLib/System.Type.GetTypeCode( System.Type ) TypeCode is already whitelisted, so no need to do that too here. Add ability to drag and drop decal materials into the scene (https://files.facepunch.com/devultj/1b1011b1/sbox-dev_3sOvpxNACW.mp4) HtmlEncode code-generated descriptions (so it can convert &amp, etc..) vtf project unused Save Scene default path is assets path winter coat and trapper hat LODs Read bone positions to GameObjects on first frame animate Fix Json.SerializeAsObject handling indexers Workout bones and attachments on first set model Change GetShadowDownsampleLevel to calculate based on the percentage of how much the light is visible on the screen rather than distance heuristics, also adjust CalculateSpotResolution and increase base value Invalidate light cache when a light moves Bone gizmos https://files.facepunch.com/layla/1b1211b1/sbox-dev_JyFl9Jtw4A.mp4 Mark citizen IK bones as hidden so gameobjects aren't created for them Add Sandbox.Filesystem and Sandbox.Compiling Fix unit tests not finding system assembly refs Remove AddGameWithPackageBase test - this is no longer supported Fix hotload fast path not using fast hotload Fix scene mesh export not remapping face indices Fix shitty hack on RenderScene() Use Present() which also has logic to handle swapchain size changes for widgets than HandlePendingSwapChainResize() Expand and expose SystemInfo * add cpu and ram info to Hardware, expose to api * Rename Hardware -> SystemInfo, add ProcessorCount Wrapped method resume will get async keyword when wrapped method has it Fix tests Silently term any new children created from children's OnDestroy when clearing scene. Fixes Facepunch/sbox-issues#4855 ImpureAttribute to compliment PureAttribute Facepunch/sbox-issues#5499 Handle RootNamespace option in SimpleComponentTemplate Revert to NativeRenderingEngine hack, still need to deal with edge cases, I'm debugging it better ActionGraph: don't qualify type names by assembly name Fixes Facepunch/sbox-issues#5473 Cleaning compiler Filesystem Cleanup Restore play mode toggle shortcut while focusing the game viewport Fixed GameDebug button being cut off awkwardly (resolves sbox-issues/issues/5490) Get rid of ICSharpCompiler, tools can use the Compiler and Microsoft.CodeAnalysis directly Restore functionality to Input.ReleaseAction (sbox-issues/issues/5500) Update template .gitignore to capture exclusion directories for Libraries Make editor startup with missing components more unlikely (but not totally fixed) Update DepthOfField.cs FocalDistance approaching zero was causing a numeric issue and assert. Merge pull request #1576 from Facepunch/DOF-fix Update DepthOfField.cs Fixed controller gamepad actions not working in FixedUpdate Always serialize InputAction.GamepadCode - this might not be the best course of action, but it resolves the problem where you can't bind an input action to GamepadCode.A (0) Add cylinder colliders to wheel01 breakpieces, was causing assert on compile in debug Map instance uses vmap resource type for map name to be able to select map with asset browser Optimisations to Postprocessing shaders Optims to Postprocessing - Depth of Field, Bloom, Blur, Sharpen, Also DoF bug fix on focal distance at 0 Embed the framework ref dlls instead of having them loose in bin/ref/ Move compiler tests to Sandbox.Compiling.Test Lets update the refs while we're here - v7.0.408 Support maps in ResourceStringControlWidget (local and cloud) Merge pull request #1567 from Facepunch/compiler-project Moving Compiler to its own project, own unit tests, cleanup. The aim of this is to isolate the compiler and compile group more, so it no longer feels unwieldy. This will also give Tools direct access to CompileGroup and Compiler. Clear map when clearing map property Fix copying from map asset paths Support cloud map drag drop into property https://files.facepunch.com/layla/1b1411b1/sbox-dev_fB6S2Aduks.mp4 Independently Interpolated Transform Parts + Other Fixes (#1577) Initiailize target local with Transform.Zero. SceneUtility.GetPrefabScene never actually saves the cached scene to the var. ( Fixes Facepunch/sbox-issues#5511 ) Query pos/rot directly Query game package MaxPlayers when creating a lobby Query collision rules, CharacterController.UseCollisionRules (#1566) * Added `PhysicsWorld.GetCollisionRule(string left, string right)` * Added `WithCollisionRules(string tag, bool asTrigger)` to `PhysicsTraceBuilder` and `SceneTrace` * Added `bool CharacterController.UseCollisionRules` * Update helper text in CollisionPage https://files.facepunch.com/ziks/2024-05-15/firefox_9de7c5NRvM.png Merge branch 'master' into MDV---PostProcessing-optims
6 Months Ago
elite spitter exploder elite exploder elite zombie runner elite runner charger elite charger
6 Months Ago
Query collision rules, CharacterController.UseCollisionRules (#1566) * Added `PhysicsWorld.GetCollisionRule(string left, string right)` * Added `WithCollisionRules(string tag, bool asTrigger)` to `PhysicsTraceBuilder` and `SceneTrace` * Added `bool CharacterController.UseCollisionRules` * Update helper text in CollisionPage https://files.facepunch.com/ziks/2024-05-15/firefox_9de7c5NRvM.png