244,323 Commits over 3,898 Days - 2.61cph!
Only subscribe to edits at detail level < 3
Basic leaderboard + reset button
Restore minimal scene
Improve death effect
Gizmo icon
Spikes
Added footstep events/sounds, player jump/land sound, ambience, and dsp filter
[REVIEW, DONT MERGE?] Cupertino/Penguin: Platform guards for fpxr and lipsync, this is the worst way to do this, should see a way for interopgen to have platform conditionals
Added road/tarmac tiled cube prefabs
Fix TilesetResource not hotloading when adding/removing tiles
Updated Glass_Type_Reinforced_4 - created material variant using previous underwater_lab_glass values
Cupertino/Penguin: Define Steam Audio directly, move SDL2 from Tier0 & Posix DLL Base to Posix Base
Fixed material changes on cube_glowing_cool + _warm prefabs
Remove old un-needed code
Hopefully fix issue with items spawning overlapped
Fix massive bullet shadows appearing for a frame on connected clients
Only spawn rooms on network once finalized instead of after each attempt
Toggle pathfinding overlay with a ConVar (defaults to false)
Cupertino/Penguin: Steam Audio 4.5.2 on all 3 platforms
NEON: MaxComponent doesn't exist, use Vector::LargestComponent()
[DON'T MERGE] Stub out WindowsGlue, this should be on managed or we could use something like tinyfiledialogs
Use ISO C++ instead of MSFT extensions for try catch on managed calls, double check if this is correct
Cupertino/Penguin: Zip works with ISO-C++, use standard keywords in other stuff that was using MSFT standard
Cupertino/Penguin: Cast some stuff properly, explicit casting, threadtools missing ThreadGetCurrentProcessId(), should fuck off with shapemanager
Cupertino/Penguin: Wrap inputsystem stuff into windows conditionals, implement equivalent hopefully in SDL
Clang doesn't like conditionals for this, make if else explicit wtf
Player can die
Handle respawning with chain better, respawn checkpoint
show player grid pos
show pathfinding debug
Increased Y inertia tensor to fix the residual rotation caused by gravity
Reduced drag so the horse takes longer to decelerate from max speed to 0 after releasing inputs
Fixed DrawOverlay not running clientside
Attempt fix filesystem threadpool again
Fixed crashes to do with NPC:TaskFail
Apply vprof changes from x86-64 to do with ThreadId_t
Fixed DrawOverlay not running clientside
Cupertino: Update VPC binary for OSX
Linux: Fix Makefile to build VPC on Linux (expects libSDL2 to be present system-wide)
Linux: Define EXPLICIT macro for all compilers
Linux: Make sure the `schemacompiler` is executable (because it wasn't)
Portal 2 Coop spawnpoints
Some more Portal 2 map icons
Added some logic entities
logic_register_activator
logic_coop_manager
Serverside only entities that are generic enough to be useful outside of the game they come from.
Bump default value of sbox_maxconstraints to 2000
Placeholder entities for Portal 2 excursion funnel and wheatley boss
Added Hacked and Harmless Rollermine variants to spawnmenu
Added new inputs/keyvalues to prop_vehicle_choreo_generic from P2
Inputs:
SetCanShoot
UseAttachmentEyes - doesnt work
SetMaxPitch
SetMinPitch
SetMaxYaw
SetMinYaw
KVs:
playercanshoot
useattachmenteyes
FIxed some minor memory leaks
These are mostly in developer features to do with KeyValues, not normal gameplay
Init m_rgflCoordinateFrame on creation clientside
This fixes certain matrices being nulled out when they are not supposed to, such as prop_vehicle_choreo_generic look angles
Do not EstimateAbsVelocity since we network it for every entity anyway
prop_vehicle_choreo_generic SetCanShoot now lets you shoot
Simply sets SetAllowWeaponsInVehicle on the player, rather than what Portal 2 was doing
Add some more known backdoor URL to blacklist
Added more entities from Portal 2
point_viewcontrol_multiplayer
point_viewproxy
npc_personality_core placeholder
Do not set commentary to 0 on map start
Since we removed the commentary system entirely
Fix "material __error is missing" error on map load
Delete __screenshot_internal
Move "SOLID_VPHYSICS static prop with no vphysics" to developer 1
Fixed crashes to do with render groups
Minor cleanups
Update windows build scripts to have proper titles
Builds 32-bit version using v142 tools as well
And also build LuaJIT with specific toolset
Fixed crashes to do with NPC:TaskFail
Potentially fixed Linux SRCDS async file IO
Potentially fix vprof on Linux SRCDS
Fixed NRE in SkeletonEditor
Changed rotations to use relative torque
Added some friction and restored drag
+ speed and collider tweaks
Cupertino: libSDL2-2.0.0.dylib > libSDL2.dylib
Cupertino: Target OSX 15.0
Cupertino/Penguin: Link SDL against tier0 too
Cupertino/Penguin: MacOS can compile from sys/sysctrl.h just fine, remove vector.h from outside header guard in ssemath_impl
add support for multiple seasons, old legacy maps, legacy season, ui tweaks
Linux: Remove `gendbg.sh` and `sourceindex_p4posix.py` from build process because we don't have them
Reduce nav agent foot trace radius and max trace height
Cupertino/Penguin: Some more platform guards, tier0_utils_base.h not being declared, Invoke ErrorReport crash without dummy variable, fixes unused variable warning
Cupertino: Link to SDL implicitly on source_exe_posix_base.vpc, add the dingus to the folder if you're working on a new platform
Undo: unintentional change to ProjectSettings, reverted by hand
Tests: none, trivial change
Update: rewrote ServerProfiler TLS storage
- Instead of having per-frame storage, we now have one big buffer
- Rewrote ProfilerExporter to support changes
- Removes a weird stall on EndOfFrame invoke in standalone
I couldn't find a way to implement lock-free perf mark recording with previous approach, but now I should have a way - will attempt next.
Tests: exported profile from Craggy in editor and standalone 6k server - both open in Perfetto and look coherent
add support for cycling between seasons on solo page
Added HomingModifier and Homing Bullets item
https://files.facepunch.com/CarsonKompon/2024/November/12_12-24-AccomplishedBabirusa.mp4
(Effect exaggerated for video)
Rework triggers to check contact points instead of ref counted touches. Add ITriggerListener.OnTriggerEnter/Exit for game objects that contain multiple colliders
Generated code compile errors
- Added sync var handlers to detect changes in sync vars
- Generated at code gen
- Overridable methods to check if should update and reset update checks
Fix not being able to pickup coins
Linux: Add an auto-generated SDL_config_linux.h which is specific to my system, but we need to start somewhere. Later, this will be made specific to Steam Runtime.
Update documentation for methods in INetworkListener to indicate that they're only called for the host.
Add net_fakelag ConVar. It's working for both Steam Networking Sockets and TCP / local instance. Can also be changed in the editor like this https://files.facepunch.com/conna/1b1211b1/sbox-dev_jpOfxVrwEr.mp4
Also commit this important file
adjust functionality of solo page
Some additional troublesome Vulkan layer disables