243,576 Commits over 3,898 Days - 2.60cph!

8 Months Ago
Refresh physics contacts on tag change https://files.facepunch.com/layla/1b1311b1/sbox-dev_PEDseyvLqF.mp4
8 Months Ago
Toggled bool for ActionGraphInteract
8 Months Ago
Undo the test
8 Months Ago
Update hammer_showcase.scene
8 Months Ago
See if this fixes for Rick
8 Months Ago
8 Months Ago
Fix exception when deleting object in update SoundPoint can override distance attenuation, occlusion, reflection
8 Months Ago
standing lamp
8 Months Ago
clean up
8 Months Ago
Basic ActionGraph Interactor
8 Months Ago
Remove all ggx code for now & just copy directly to cubemap array
8 Months Ago
Let's not make this elseif - always check both
8 Months Ago
Test both old and new formats
8 Months Ago
Add test for loading old reference model type from prefab / json
8 Months Ago
Redeopment interval convar
8 Months 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
8 Months Ago
Fix some Assets not loading properly from cloud folder on startup
8 Months Ago
Merged main to electricity_power_fixes
8 Months 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
8 Months Ago
Compile fix
8 Months 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
8 Months Ago
merge from BindFeedback
8 Months Ago
merge from io_entity_snapping
8 Months Ago
NavMeshObstacle tweaks
8 Months Ago
FileSystem.Write/ReadJson - add AllowNamedFloatingPointLiterals to options
8 Months Ago
Weapon Rack text and Brutalist release date
8 Months Ago
Add Panel.TooltipClass - fixes sbox-issues/issues/4746
8 Months Ago
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8 Months Ago
merge from Easter2024
8 Months Ago
disabled halloween event UI
8 Months 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.
8 Months Ago
Completely strip PackageDownloadMode Cancelling loading cancels properly - fixes sbox-issues/issues/4623 Make download cancelling more convincing, add more download lanes
8 Months 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
8 Months Ago
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8 Months Ago
Try to store package revision id in lobby
8 Months Ago
Serialize as Id not __id so also picked up by MakeGameObjectsUnique Scene unique component ids - update serialization test accordingly
8 Months Ago
Store lobby owner in lobby data, for access from list - fixes sbox-issues/issues/5141
8 Months Ago
Fix ParticleGradient defaults not saving properly - fixes sbox-issues/issues/5144
8 Months Ago
Tick UI before resetting input - fixes sbox-issues/issues/5169
8 Months Ago
Update GameObjectInspector to use Component.Id to determine already seen components. This makes it rebuild properly for multiple components of the same type
8 Months Ago
Update menu
8 Months Ago
cherrypicking 94043 (merge from tutorial_island)
8 Months 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
8 Months Ago
merge from InvisibleClothingSkinFix
8 Months Ago
merge from Easter2024
8 Months Ago
merge from egghunt_optimization/ui_fixes
8 Months Ago
merge from egghunt_optimization
8 Months Ago
merge from RidingChickenCostume
8 Months Ago
Enabled egghunt event Updated menu background videos
8 Months Ago
Component id + prune those for refresh as well Serialize id properly