13,525 Commits over 1,522 Days - 0.37cph!
concrete bollard
more grime and small shadow gap at base
hydrant marker
-increased saturation of yellow
Merge branch 'master' of sbox
Stop watching assemblies swapped with null
More compiler name consistency fixes
Skip assemblies that depend on a swapped assembly
Warn when two versions of the same named assembly are watched
Log all hotload messages if hotload_log >= 2
Include build number in runtime compiled assemblies
To help with debugging
Made Hotload.WatchedAssemblies / Hotload.WatchedInstances private
Clear invalidated cached fields in DefaultUpgrader on hotload start
Hotload logging tweaks, package assembly names include version
Simplify auto-watching logic when replacing assemblies
Fixed failing hotload test, better swapped asm reference check
Unwatch assemblies swapped with null
Added hotload tests for auto-watching assemblies
Citizen/animgraph: added a lean component based on your input movement (wish_* parameters) to standing locomotion, improving 3rd person game feel a little bit
Add Language.GetPhrase( textToken, data )
Use GlobalLobby to get a roundabout player count, display it in main menu
Reduced border size on party deck
hydrant marker
updated sign texture
hydrant marker
- texture bug fix
metal wheely bin
wip
concrete bollard - meta
Merge branch 'master' of sbox
Fix VR startup crash on AMD
Make lobby rich presence better favouring game lobbies over parties
ui early cull with global matrix, not local matrix and make sure matrices are resolved before culling occurs
PanelRenderer transformed panels with clipping set their software scissor to AABB, whilst keeping the shader scissor untransformed until render
Scope the clipping code to keep better track of the scissor and gpu scissor, fixes issues with nested transformed clips which were more common then I thought
CItizen/animgraph: converted the "melee_punch" branch to the newer compositing. (See commit description)
This fixes the biggest long-standing problem of this holdtype branch: the upper body going completely sideways when looking up and down WHILE moving. However, the way the pre-composite group is laid out and computes its 3 outputs has a couple of core assumptions that are broken by this: 1) the melee_punch idle is animated, instead of being a static pose, and 2) attacks should probably (?) be in the pre-composite. These 2 things don't mesh well with the established order. So there are a couple "bugs": attacks go 45° sideways while ducked, and the composite is a little off in some scenarios... but overall it's still a significant improvement for the time being.
FGDCurve doesn't error when given empty input string
Output voip on voice layer, add voip_volume convar
Fixed Wall_cinderblock_blend not having the blend set
Predict sound hash instead of guid for some sound functions, prediction probably hasn't been working on them
Remove hack that strips empty string key values on map compile
Allows existing key values to be set to empty, such as func_precipitation particle effects
Removed unused functions - ConvertOldKeyValuesToNew & UTIL_LoadAndSpawnEntitiesFromScript
Remove voice ban (?) and team behavior from particle message
Fix cloud assets not loading for local maps in local projects
For map projects that are outside of the game directory and are loaded without using their ident
Strip obvious unused protobufs, dota demo protobufs and tempents
Client Input Components (#747)
* Initial commit
* Documentation for ClientInput hints that it can also be used on ClientInputComponent
* Allow any component, remove ClientInputComponent
* Copy component values best we can in MimicBot
CheckOverlap should support prim vs mesh and mesh vs prim (just not mesh vs mesh)
Rubikon: Add support for meshes in CheckOverlap
Detect cyclic dependencies faster
Citizen/animgraph: some cleanup in Section 05
Citizen/animgraph: converted the "shotgun" branch to the newer compositing
Citizen/animgraph: converted the "holditem" branch to the newer compositing
Chat TakeLast not Take oops
Give ourselves a bit of time to connect to the global lobby
Chat lobby ad updates properly
LocalProject.FindByIdent can find #local packages
Only add the LocalProject for server's current map, not all of them
Reapply named values in particle editor when restarting particle system
Load resources from local map addons on server start
Fixes soundscapes in local map addons not loading in-game. Also added a warning when a soundscape entity fails to load a soundscape.
Fix named values not being applied to children
Initial impl of named values for particle editor https://files.facepunch.com/layla/1b2411b1/sbox-dev_aRI4OtqUEU.mp4
Support remapping for named values
Rename Named Value to Named Float, move it below Literal Float
Better icon for named value
Create slider for named float editor
Add named vector
More readable icon
Add Particles.Set for named vector
Default named value on control point info change until I figure out a way to restore them
Keep named preview values updated on name change
Added Set Named Values to info_particle_system
Added name value example particle system
Remove naughty words from menu chat with users Steam profanity filter
Parties are private lobbies again, stop them showing up in lobby list
Game.Clients works in the menu
Fix the Current Game screen slightly
Refactor Lobby -> GameLobby, replace GameLobby.Active list with static GameLobby.Current, no longer owned by LobbyFrontPage. Add PartyLobby and GlobalLobby static classes, and lobby_type metadata so we can differentiate between party and game lobby invites
Some simple anti-spam for chat
Party invites work again
Component RPC Support (#744)
* Component rpc initial test
* Reset current component id on shutdown. Move net ident write to RpcWriteIdent. UpdateComponentId -> AllocateComponentId
* Backwards compat
* Use temp StartRpc2/SendRpc2 names until next pain day
Dirty panel styles recursively when PseudoClass changes (fixes hover style remaining on children)
Move concurrency to the root
Fix CI uploading without tests passing
Duplicate asset option in context menu for assets in asset list
Lobby/packages design cleanup
Fix occasional panel index out of bounds
Add storage settings page
Revert "Remove inline setting label style, define it in stylesheet"
This should really be a re-usable class rather than something specific for just these pages. It'll possibly be reused in a bunch of places. `cell.is-label` seems right.
Ram in global chat lobby, messy need to refactor lobbies
Can advertise lobbies in chat
Move settings pages to Menu.Settings namespace
Remove inline setting label style, define it in stylesheet
Add DamageInfo.WithDamage
Merge branch 'master' of github.com:Facepunch/sbox
Merge branch 'master' of github.com:Facepunch/sbox
Set Game.WorldEntity on client too
Merge branch 'master' of github.com:Facepunch/sbox
Popups for maxplayers and privacy, delete settings page
Clean game screen up
Front cleanup
Simplify razor line pragmas + wrap dynamic attributes so they get the right file/line numbers
This doesn't need the iterations
rendersystem_vulkan: get this compilable again with a flag, easier to work on instead of one massive branch with all the vfx changes too
* strip all glsl support, added dxc hlsl -> spirv, and convert any built in shaders to hlsl
* backport new texture manager to match the new dx11 texture manager
* various backports to match our dx11: barriers, fences, gpu buffers, descriptor sets, etc.
* only use VK_EXT_debug_utils instead of VK_EXT_debug_marker
* strip multi-gpu
concrete bollard
-rounder edges
-gibs
hydrant marker
rounded edges
revised gibs