243,855 Commits over 3,898 Days - 2.61cph!

9 Months Ago
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9 Months Ago
Make game resources compile again when saved
9 Months Ago
Clarify comment
9 Months Ago
AssetBrowser: Can delete assets/directories by hitting delete key with an active selection
9 Months Ago
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
9 Months Ago
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9 Months Ago
Component editor
9 Months Ago
Hotload skip NodeDefinition Allow deleting parameterless output nodes
9 Months Ago
M4A1 viewmodel and worldmodel only https://files.facepunch.com/rickgreeve/M4A1_03.jpg https://files.facepunch.com/rickgreeve/gN5xy0GIke.jpg
9 Months Ago
Fixed devLocalCoord shader missing transparent/forward passes, optimized variants and updated modding materials
9 Months Ago
Remove redundant call
9 Months Ago
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
9 Months Ago
AssetBrowser: Add "Delete Folder" option to Folders
9 Months Ago
Checked in main
9 Months Ago
Add ability to asset pick a prefab from a GameObjectControlWidget (https://files.facepunch.com/tony/1b2011b1/sbox-dev_o0AQpv1DWV.mp4)
9 Months Ago
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
9 Months Ago
Removed some useless logs
9 Months Ago
Make shortcuts very obvious by including them in tooltips
9 Months Ago
Component editor
9 Months Ago
SceneTabList: middle mouse destroys scene session
9 Months Ago
NetworkTable.Entry.HasControl test. Separate sending network table changes from main update. Host or Owner can send table changes (only send entries they _control_)
9 Months Ago
Set GameTransform.LocalScale default so resetting it doesn't set it to zero
9 Months Ago
Don't call Asset.Compile in parallel 🤦
9 Months Ago
Don't enable network GameObjects that are not enabled
9 Months Ago
player update. edited holster position for binoculars
9 Months Ago
merge from gnb_fix_mirror_fixes
9 Months Ago
Close context menu on line edit submit Get rid of legacy code paths in DefaultUpgrader
9 Months Ago
v_rmr resolution change 9mm bullet texture update 5.56x45 Bullet added https://files.facepunch.com/rickgreeve/305088549-03cb2be9-8e59-484e-9da9-17fb7f4a1c9a.png
9 Months Ago
merge from qol_pickafriend_color
9 Months Ago
merge from fix_pipe_tool_reconnect
9 Months Ago
merge from microphone_powerusage_fix
9 Months Ago
Fixed enemy spawner
9 Months Ago
new version of military flame thrower viewmodel fbx - mesh to setup and get started with anims - textures not final - no world models yet
9 Months Ago
When adding a collider, update the rigidbody's gameobject transform immediately to avoid offsets Formalize how Rigidbody attaches colliders, add tests Deserialize GameObjects as disabled, and enable when all children and components are created Tweak editor painting to avoid crash Lauinching
9 Months Ago
Automatically call ClearReflectionCache when adding / removing assembly
9 Months Ago
9 Months Ago
Network Authority / Permissions (#1457) * Can a connection create objects? * Send network destroy even if DestroyImmediate is called * Ownership authority flags * Let GameObject have [Sync] too (test) * Reorder enum, add [Expose] * Change up logic for can create objects - only check if we have a source * Default CanCreateObjects to true for now (this is current behavior) * Initial implementatior for ownership authority * Use NetworkAccessor for changing ownership authority. (Temp? Depending on review) don't use TL for set prop for Sync Vars * Initial implementation of Rpc authority * Remove a test log * CodeGen static array for attributes on a CodeGenerator method/prop now marked as [SkipHotload] and readonly, so they do update when changed * Make it CanSpawnObjects * CanSpawnObjects settable only by the host * Some renaming. Set OwnerTransfer direct on GameObject instead of method on NetworkAccessor * Make sure CanSpawnObjects is synchronized to clients when set from host via ConnectionInfo * Default CanSpawnObjects to true for now * When OwnerTransfer is Request, make actual requests to the host for Drop/Assign/Take ownership and if host approves, then host will send the messages to everyone to take that action. Each message will then validate if was received from host * Remove this for now, sus is later * CanSpawnObjects is always true for the host. Early out in NetworkSpawn if local connection can't spawn objects - why bother trying at all? * NetworkAccessor.SetOwnerTransfer method * Documentation fixes * Rename Rpc.HasAuthority to Rpc.HasPermission for consistency * Owner can always drop ownership * Allow owner transfer changing from current owner
9 Months Ago
9 Months Ago
Set saved gizmo settings way earlier, protect against stomping the settings instance Fixes sbox-issues/issues/4888
9 Months Ago
Allow owner transfer changing from current owner
9 Months Ago
Add icon.png
9 Months Ago
9 Months Ago
Added NodeLibrary.ClearReflectionCache()
9 Months Ago
9 Months Ago
Add support for CSS `font-smooth` https://files.facepunch.com/alexguthrie/1b2011b1/sbox-dev_oYg0ytkmSm.png
9 Months Ago
Owner can always drop ownership
9 Months Ago
Fix MultiSerializedObject propagating OnPropertyChanged Facepunch/sbox-issues#4885 Call GameResource.PostReload() after saving to disk Clears cached scene in PrefabFile Facepunch/sbox-issues#4885
9 Months Ago
final alignment to the structure to match welds moonpool and beams detailed greybox
9 Months Ago
Rename Rpc.HasAuthority to Rpc.HasPermission for consistency
9 Months Ago
Metal roof textures Update