256,433 Commits over 4,018 Days - 2.66cph!
merge from primitive/deployable_ballista
Mounted ballista detailed colliders
Reverted
111575 (restored mounted ballista rig)
Constructable entities now require the correct amount of resources
Added UI showing the required resources when aiming at a constructable entity
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
Make sure to reset leading flag when leader player dies
add octohedral_encoding.fxc include
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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
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
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
merge from primitive -> aux2
Use classname when setting ResourceGenerator
Fix bitmap.clear not using floating point color
Fix NRE in ImageFileTextureGenerator
Use `==` instead of `?` for completeness sake (should handle missing prefab reference either way)
Fix an NRE inside GameObjectRef itself (when GameObjectRef lost it's reference to the gameobject but you call GetEntity() on it)
merge from primitive_gm -> primitive
Fix tech tree not allowing to unlock if there were restricted items inbetween
med ak skin WIP
- model skinned & exported
- initial prefabs setup
merge from primitive -> primitive_gm
Fixed T3 workbench missing the primitive version of the T2 tech tree
Merge from train_tunnel_altitude_2
Fixed issues on world sizes that, when divided by 216 and rounded down, resulted in an even number
merge from primitive/gameplay
Resolved tech tree pathing issues
Add some more comments for things that will get removed once we delete the old undo system.
Expose UndoScope via Scene.Editor
Fix Typo
Fixed nesting issues with GraphCompiler and subgraphs
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.
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
properly disable horse animator while ragdolling, better perf but also stops audio triggers from animator
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
merge from primitive -> aux2
merge from primitive_gm -> primitive
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
Add NRE checks to SpawnGroup (to account for some spawners having null prefabs)
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
Add primitive server browser tag
Fix existing gamemode tags not appearing to work
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
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
Improve game styles (#2192)
* Improved Server List
* Improved NavBar
* Improved NewGame
* Improved Workshop
* Undo style changes
* Actually make the margins equal for Start Game
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Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
exported tiger swipe at fire anim
Fix ferry terminal train tunnels always being blocked off instead of only being blocked when underground trains is disabled
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Submitting scaled down ballista weapon rig