256,433 Commits over 4,018 Days - 2.66cph!

38 Days Ago
merge from primitive/deployable_ballista
38 Days Ago
Mounted ballista detailed colliders
38 Days Ago
Reverted 111575 (restored mounted ballista rig)
38 Days Ago
Constructable entities now require the correct amount of resources Added UI showing the required resources when aiming at a constructable entity
38 Days Ago
Forward+ Decals GPU driven tile culled decals that modify their surfaces PBR properties. No additional draw calls for any decals. * PBR modification: Albedo, Normal, Roughness, Metal, AO * Works with transparent surfaces as it's not projecting based on depth * Color Tinting + Opacity * Angle attenuation * Automatic sort order + override * Future compataibility with extra data flags to add 100 more things * Decal::Apply( ... ) API
38 Days Ago
Crash FX.
38 Days Ago
Make sure to reset leading flag when leader player dies
38 Days Ago
add octohedral_encoding.fxc include
38 Days Ago
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38 Days Ago
Can now right click on a Shader to "Create Material" from it. https://files.facepunch.com/CarsonKompon/2025/January/24_17-29-EmptyPony.png Fix typo in MaterialMenu
38 Days Ago
GraphCompiler will now resolve inputs for parameters within subgraphs Make sure DefaultEditor draws the correct Default Value GraphCompiler now pulls the Default Value set on a SubgraphNode if input has no connection Fix infinite loop when saving some graph configurations Cleanup GraphCompiler.Result() and remove debug logs Fix DefaultEditor NRE Label default properties as "Default {x}" Fix Subgraph preview not compiling properly after new changes to GraphCompiler
38 Days Ago
WIP refactor * Allow MovieClip to be a resource, so doesn't reference GameObjects directly * Make MovieTrack more general, to support action blocks in the future etc * MovieTrack stores compiled version of curves / constants, so fast to read and doesn't assume anything about how the data is created in the editor Simple movie maker test scene Getting things working again Test with QuadraticInOut easing
38 Days Ago
merge from primitive -> aux2
38 Days Ago
Use classname when setting ResourceGenerator Fix bitmap.clear not using floating point color Fix NRE in ImageFileTextureGenerator
38 Days Ago
Use `==` instead of `?` for completeness sake (should handle missing prefab reference either way)
38 Days Ago
Fix an NRE inside GameObjectRef itself (when GameObjectRef lost it's reference to the gameobject but you call GetEntity() on it)
38 Days Ago
merge from primitive_gm -> primitive
38 Days Ago
Fix tech tree not allowing to unlock if there were restricted items inbetween
38 Days Ago
med ak skin WIP - model skinned & exported - initial prefabs setup
38 Days Ago
merge from primitive -> primitive_gm
38 Days Ago
Fixed T3 workbench missing the primitive version of the T2 tech tree
38 Days Ago
Merge from train_tunnel_altitude_2
38 Days Ago
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
38 Days Ago
merge from primitive
38 Days Ago
merge from primitive/gameplay
38 Days Ago
Resolved tech tree pathing issues
38 Days Ago
merge from main
38 Days Ago
Add some more comments for things that will get removed once we delete the old undo system. Expose UndoScope via Scene.Editor Fix Typo
38 Days Ago
Fixed nesting issues with GraphCompiler and subgraphs
38 Days Ago
Bugfix: ServerDemoPlayer - replicated polayer now follows demo's trajectory - Also added more detialed logging of position messages Decided to stop avoiding syncing player's position to outgoing messages, as there's weird teleport in the recorded demo. But at least now it works as expected. Tests: Played back the longer 2 player demo - all good. Playerd back the known short demo with violations - still present, so also good.
38 Days Ago
ShaderGraph GraphCompiler can now resolve the results of Subgraph nodes (only in a few cases at the moment) GraphCompiler now resolves nodes referenced in NodeResult.Func outputs when in subgraphs appropriately
38 Days Ago
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
38 Days Ago
Probably fix infinite loop in game.cleanupmap Undo changes to bone_manipulate entity Appears to be server/client sync dependent Restore changes to game.cleanupmap, as it should be safe now
38 Days Ago
merge from primitive -> aux2
38 Days Ago
merge from primitive_gm -> primitive
38 Days Ago
Probably fix infinite loop in game.cleanupmap Undo changes to bone_manipulate entity Appears to be server/client sync dependent Fixed bone manipulated entity's render bbox exploding For some models (probably with procedural bones?), if bone manipulated, the renderbounds can explode drastically due to bones that are "unreadable", negatively affecting shadows as well. Read kb_act.lst from MOD Added Entity:Alive Hammer: Fixed collision model being offset in 3D when dragging Hammer: Fixed keybinds for 1 & 2 not updating the setting correctly Do not set thread count to 1 if the CPU has over 32 of them Limited to 64 now, and is clamped instead of resetting. Pull Request: Fixed inconsistent margins on language list/start game Fixed "Toggle" input on triggers improperly toggling the entity It was not actually setting the enabled state, only making it non interactable. Now properly sets the enabled state, just like Enable/Disable inputs do Geiger counter only reacts to enabled trigger_hurts
38 Days Ago
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
38 Days Ago
Bugfix: ServerDemoPlayer - don't duplicate connected players - Also added expanded tick logging Connected player doesn't move due to tick divergence - investigating. Tests: played back a 2 player demo with 2nd player connecting half-way-through. Only one player gets created in expected position
38 Days Ago
Add primitive server browser tag Fix existing gamemode tags not appearing to work
38 Days Ago
Add TextureGenerator boilerplate TextureControlWidget poc Fix NRE in SpriteRenderer when texture is null TextureControlWidget creates a child ResourceControlWidget instead of trying to be one Draw texture preview Standardize internal way to async replace placeholder textures Add Sandbox.Utility.ForAsync TextureGenerators are async Add IPopupEditor<T>, EditorUtility.OpenControlSheet looks for this interface when creating a popup Rename ControlSheetPopup to PopupEditor, make more modular so we can override important bits Add TextureEditorPopup Clean up TextureControlWidget Add Color.Rgba16 (half based color) Add Bitmap class More bitmap stuff Bitmap draw and bitmap pen Bitmap drawing fixes Bitmap clone, IDisposable, IValid Wrap IResourceCompilerContext Find "$compiler" in resource json and launch compiler Add more ResourceCompiler functionality Managed can override compiling of any resource Add Texture.GetBitmap Simple texture compiling from managed Add Bitmap.ToFormat( ImageFormat format ) Add TextureBuilder.WithMips() - auto mip count Bitmap.ToTexture supports mipmaps ResourceCompiler.Compile is async (but we have to run it syncronously) ResourceCompiler,. ResourceCompilerContext are in Engine Add transient filesystem Add Texture.IsError Compile embedded textures to transient folder Double height texturcontrolwidget Remove debug Add Bitmap.DrawText Clean up Lock FontManager cache when accessing Refactor Generated resources get weak cached in memory for re-use Cleanup floatbitmap, add LoadFromInMemoryTGA Load Bitmap.CreateFromBytes supports tga Better tooltips on TextureControlWidget Don't support mipmaps if npot (until we figure out how/why) Create Bitmap.Filters.cs Bitmap supports psd loading Fix a bunch of bitmap filters Add Margin.IsNearlyZero Fix blur/sharpen thinking the edge of the bitmap is the end Control widget tweaks Pass ResourceCompiler in ResourceGenerator options, allowing us to add references Fix asset picker ignoring AdditionalTypes Move ColorTextureGenerator Move RandomTextureGenerator to engine, allow normals creation Add Widget.GetDescendants<T> Expose OpenColorPopup on ColorControlWidget Add [TextureImagePath] - allows selecting an image or a texture Don't cache resource if hash changed while generating Expose CreateEmbeddedResource on TextureResource Bitmap.Rotate resizes the texture TextureControlWidget has shortcut buttons for selecting a file, or color Add bitmap SVG loader Return white for default colors, instead of transparent Add MainThread.Wait() Add EngineFileSystem.Mounted (!) Create TextTextureGenerator.cs Create RadialGradientTextureGenerator.cs Create LinearGradientTextureGenerator.cs Create ImageFileTextureGenerator.cs Expose Svg texture generator Expose TypeDescription.Order TextTextureGenerator tweaks Fix warnings and errors
38 Days Ago
Add bitmap SVG loader Return white for default colors, instead of transparent Add MainThread.Wait() Add EngineFileSystem.Mounted (!) Create TextTextureGenerator.cs Create RadialGradientTextureGenerator.cs Create LinearGradientTextureGenerator.cs Create ImageFileTextureGenerator.cs Expose Svg texture generator Expose TypeDescription.Order TextTextureGenerator tweaks Fix warnings and errors
38 Days Ago
Improve game styles (#2192) * Improved Server List * Improved NavBar * Improved NewGame * Improved Workshop * Undo style changes * Actually make the margins equal for Start Game --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
38 Days Ago
exported tiger swipe at fire anim
38 Days Ago
S2P ferry terminal
38 Days Ago
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
38 Days Ago
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38 Days Ago
▅▇█▋▉█: ▌▋▉▇▌▋█▋▍▋▅▆▌▇▌▇ - ▋█▋'▍ ▇▇▋▉▍▆▊ ▆▇█ ▆▉▋▉▉▉▌ - ▇▍▅▆▉ ▇▍▌▊▌ ▄▇▌▉▄▍ ▊▄█▍▍█▊▅▅▇ ▉█▊ ▉▇▋ ▇█ █▉▊▋▌▄▌▊ ▆█▊▍█▍▆ ▉▅▉▅▉ ▍▌▆ ▄▄ ▆▌█ ▆▄▉▆▍█▄ █▇▌▅▇▄▆▅▆ █▆▌▉▅: ▄█▌▊▋█ ▉▆▊▊ ▊ ▆▇█▆ ▌█▍▄▌ ▋ ▆▆▇▋█▋ ▋▄▉▌▇▆ ▆▆▉▋▊▆▄█. ▆▊▆▉▄▋ ▋▌▇▄'▆ ▌▋█▌▆ █▌ ▆▊▌ ▅▄▌▇▄ ▄▆▊, ▅▌▋ ▍▇ ▉▉▍▋ ▋▋▍▌▊▉▉██▌
38 Days Ago
Submitting scaled down ballista weapon rig
38 Days Ago
merge from primitive
38 Days Ago
manifest