243,841 Commits over 3,898 Days - 2.61cph!

9 Months Ago
Make it an interface
9 Months Ago
Correct order
9 Months Ago
Might not have an active scene
9 Months Ago
Remove this log
9 Months Ago
Bit cleaner perhaps
9 Months Ago
player update. exported/set up mobile phone anim set and populated its override controller with the new anims
9 Months Ago
Item Store Headers category rough styling
9 Months Ago
Redo header
9 Months Ago
Subtract 93194
9 Months Ago
Add particles to turret scene
9 Months Ago
Fix saving links to the prefab instead of the root object when editing a prefab Don't destroy particles until they're all dead
9 Months Ago
Lightbinner handle exceeding max envmaps
9 Months Ago
ItemList Headers
9 Months Ago
Merge from main
9 Months Ago
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9 Months Ago
added wall_brick_b2_trim_noalpha
9 Months Ago
Fix clothing editor sceneobject leaks Fix broken surface Tweak GameObject.Clone, so we don't stomp the incoming transform
9 Months Ago
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9 Months Ago
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9 Months Ago
added wall_brick_b2 trim + single mats
9 Months Ago
player update. Edited spraycan handhold position and updated spraycan override controller to use the update unarmed idle pose
9 Months Ago
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9 Months Ago
Undo changes to Player:SetActiveWeapon Apply a physgun hack to it similar to gravgun Use blocking load for ClientsideModel/Ragdoll models Prevents regressions with addons not expecting async loads
9 Months Ago
Testing something but its shit, stash it though
9 Months Ago
Compile fix
9 Months Ago
Fixed firefly artifacts blowing up bloom on glass modding cubes
9 Months Ago
player update. exported/setup rf transmitter anim set, created new overholdtype for it and edited detonator entity
9 Months Ago
wall_brick_b2 meta
9 Months Ago
lighter brick material added (wall_brick_b2)
9 Months Ago
Make everything that uses gametags use the same restriction logic
9 Months Ago
Some cleanup
9 Months Ago
Merge from /main/shader-memory-review3 => ~30% shader memory reduction
9 Months Ago
Basic support for RangedFloat in SerializedObject SoundEvent's sounds are sounds instead of strings MinMax to Range, string[] to List<string> in our Resource definitions Add sound preview button to ResourceControlWidget GameResource inspector uses new ControlWidgets instead of PropertySheet SerializedObjects, share type conversion code more Add SerializedDictionary + unit tests Add DictionaryControlWidget Update ClothingEditor to use SerializedObject
9 Months Ago
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9 Months Ago
merge from fix_convar_property_nre
9 Months Ago
merge from static_elevator_door_fix
9 Months Ago
Fix NRE when trying to access null string ConVars (changed codegen) Run codegen
9 Months Ago
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9 Months Ago
merge from red_overlay_swap
9 Months Ago
Component editor
9 Months Ago
More post-rebase fixes
9 Months Ago
Unused usings
9 Months Ago
Can specify what happens to a network object when owner disconnects - don't love the naming
9 Months Ago
Delete minimal.scene Start drafting out UI navigation with controller, by traversing panels Refactor so we can switch between panel traversal and virtual cursor based on input Don't revert back to PanelTraversalSystem if analog is empty Add basic working virtual cursor using PanelInput.UpdateMouse Fixed calculation of virtual cursor position Use stylesheet to style virtual cursor, add ScrollSpeed Refactor, virtual cursor as its own rootpanel so we don't add a panel to every root panel we access Disable system if mouse is moving at all Make VirtualCursorOverlay a razor panel Update SteamInput manifest to include joystick inputs for Menu action set Hide mouse cursor while we have controller input active Support processing any number of root panels, make it work in GameMenu Scale ControllerInput.GetAnalog by Input.ControllerLookYaw(Pitch)Speed Scale virtual cursor position movement by delta time, no wonder it felt different on GameMenu Process inputs in MenuDll Remove some direct controller access, use Input.AnalogMove/AnalogLook instead VCS: only tick for panels that want mouse input VCS: fix is-pressed style Refactor, add ControllerOverlay, so we can add another overlay for panel traversal selection Add PanelTraversalOverlay (for lack of a better name) Work on finding panels from delta, fixed not finding an initial focused panel Give eligible panels a score and give it some data to score by, focus the lowest scoring panel, also hook up selection and scrolling Decrease block increment size, can get finer selections (i.e PackageCard modal button) Fix FindPanelsAt never finding more than 1 panel Remove PanelTraversalOverlay, it looked shit When enabling VCS, use the mouse's current position Traverse blocks relative to the screen size, instead of set pixels Add IControllerInputSystem.Destroy Store last mouse position, don't run in multiple contexts (sort this out in a better way next) - fixes VCS overlay lingering around Minor cleanup Run Input.SetFocus( null ) on IControllerInputSystem.Destroy Scope UI simulation Remove context hacks Pass DoAnyPanelsWantMouseVisible() to ControllerInput, don't call if we don't need input Only use pointer-events on elements we want to click on for SocialBar Remove unused code, documentation pass When looking for an initial panel for traversal, use the mouse position (works w/ virtual cursor) Remove InputManifestTemplate/GamepadManifestTemplate groups from Sandbox.Game csproj since they don't exist Don't run ControllerInput.Tick at all if we don't have a controller Docs for IVirtualCursor Kill controller input system if we run out of gamepads to use General cleanup, remove unused ControllerOverlay panel Add adjustable analog sensitivity for UI Post-merge fix Support Alex's scrolling Post-merge fix Usability improvements to PanelTraversalSystem https://files.facepunch.com/tony/1b0111b1/parsecd_jzxSdkesRI.mp4 Update PackageCard to add hover style to package body, can click entire body to open overlay Refactor controller input polling, insert into AccumActionsPressed|Released and have the input context system handle everything else. Makes gamepad Input.Pressed/Released work properly ControllerInput: use correct actionset actions for dpad/select actions if we're actually in-game.. I really hate this, and want to change it asap Get rid of InputState.Controller, it doesn't serve any puspose Post-rebase fix
9 Months Ago
9 Months Ago
Set clipping checks to true by default when creating a new BaseVehicle
9 Months Ago
Fixed Sync vars on derived component types not working
9 Months Ago
Drag references to GameObjects / Components from scene view https://files.facepunch.com/ziks/2024-02-21/devenv_pNaqhLJEaQ.mp4
9 Months Ago
Host Sync Vars (#1462) * NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_) * When using WriteAll always write all regardless of control. Make it so unless YOU control a Sync property you can't physically change its value * Revert that for now - let people change Sync var value locally as it was before, we can try to find a better way to prevent this later. Complication comes from INetworkCustom * Remove redundant call * Let''s have each entry define if it has changes now that each one can be potentially controlled by different clients. Make sure we clear changed flag on entry when reading it. NetworkTable.HasChanges will now return true if any entry we have control over is dirty * Clarify comment * Let's call it HostSync * Prevent actual setting of Sync property, modification of NetList, or NetDictionary if you don't have control over it. Non-owner, non-host can't change the values locally, they _must_ be what the synchronized value is * We can always set the property if network not initialized * Default HasControl to true for NetList/NetDictionary in-case not set
9 Months Ago
Default HasControl to true for NetList/NetDictionary in-case not set