242,220 Commits over 3,867 Days - 2.61cph!

6 Days Ago
Merge from main
6 Days Ago
Fix copy paste - now remaps every type of network id, fixing storage entities - fixed building ID not being reset for new pastes - refactored pasting code so it more closely resembles SaveRestore.Load() - fixed rotation of pastes not always working - save entities in order of network id so the pasting is more deterministic - removed saving of entity ids in pastes because it's not needed - change paste directory from EntityCopies -> copypaste
6 Days Ago
Description attrib codegen: support method parameters Fixes Facepunch/sbox-issues#6622 Fix description of expanded outputs
6 Days Ago
Push, Crush, Platform demos
6 Days Ago
Merge from halloween24
6 Days Ago
HLOD now immediately resolves when the player finishes loading
6 Days Ago
removed the metal shield skin from rig then linked the v_shield to the weapon rootbone in the prefab.
6 Days Ago
Timeline playback/record initial test
6 Days Ago
Show the loading screen before teleporting the player rather than after, should fix players seeing the halloween/xmas dungeon as it loads in
6 Days Ago
battering ram fuel consumption
6 Days Ago
Show incorrect presses in red
6 Days Ago
Better solution for ignoring empty files for project upload, resolves Facepunch/sbox-issues#6608
6 Days Ago
6 Days Ago
fixed car lift collider box being offset in y/z
6 Days Ago
Fixed blendmode multiply not alpha blending Remove nulls in updateComponents (prevents NREs when hotloading) Add "Position Absolute" to gameobject flag selector TextRenderer uses TextScope (outlines, shadows, letter spacing, italic)
6 Days Ago
Incorrect key presses now reduce remaining time. QTE will now fail when running out of time. QTE timer loss is now configured on QTE entity.
6 Days Ago
6 Days Ago
fixed storage building large ceiling collider gap
6 Days Ago
Repair UI and gesturecollection prefabs after merge
7 Days Ago
Merge from main
7 Days Ago
Merge from QTE
Leaderboard backup, run #14741
7 Days Ago
Change mass center when not grounded Add skidding
7 Days Ago
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7 Days Ago
+1 the month in the server browser last played
7 Days Ago
Server browser: Added last played date display Addon Preset search box 360 controller configs have more reasonable binds Move gmod specific language strings from gameui_english To garrysmod_english Localization string for main menu blocked message Minor changes Fixed Lua errors when duplication limits are hit Change how custom spawnpoints are added to GMod So its not 27 duplicated .lua files
7 Days Ago
FF & NeoTokyo spawnpoints + Map Category (Community Contribution) Rework how spawnpoint entities are added in base gamemode One file now, not 25 duplicated files. Minor code cleanups Linux: Do not ExecuteToPriority if there are no jobs This addresses slowdowns on Linux (srcds?) to do with the filesystem garrysmod-issues/issues/5932
7 Days Ago
Add ability to group selection into new parent GameObject, add bind (CTRL+SHIFT+G), resolves Facepunch/sbox-issues#6587
7 Days Ago
Can jump out of water Ladder climbing
7 Days Ago
Normalize map path name
7 Days Ago
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7 Days Ago
Fortress Forever + NeoTokyo support: Info_ff_teamspawn (#2044) * Fortress Forever spawnpoint * Added info_ff_teamspawn to player.lua * Update getmaps.lua I almost forgot the getmaps thing for Fortress Forever. * Create info_player_attacker.lua NeoTokyo Attacker spawnpoint * NeoTokyo defender spawnpoint See prior commit * NEOTOKYO spawnpoints, too! * Update player.lua * Update player.lua --------- Co-authored-by: Rubat <3299036+robotboy655@users.noreply.github.com>
7 Days Ago
Fix action graphs in unsaved hammer maps Associate graphs with a HammerSceneEditorSession if open in hammer, which is resilient to renaming etc
7 Days Ago
SampleScreenSsMSAA to composite non-MSAA screen effects ( SSR, AO, etc ) into an MSAA buffer https://files.facepunch.com/sampavlovic/1b1711b1/05csVIYZJM.png
7 Days Ago
Move & scale scene camera speed overlay based on DPI Fixes it being out of place on HiDPI monitors https://files.facepunch.com/alexguthrie/1b1711b1/sbox-dev_59G1WDRdBm.png
7 Days Ago
Added Custom Pixel Cursors Updated various UI elements to have cursor reactivity Fix CraftingStation NRE if player dies when in menu. Force close any open Modals on death Fishing Minigame has a chance for Treasure to appear. Can optionally go for the Treasure or the Fish Fix Cooking Skill, and Cooking Pot Tile issues Cooking Pot has a custom UI which only takes single items instead of item stacks Fix CraftingStationPanel NREs Cooking Pot no longer duplicates items when adding to Pot Replaced individual food prefabs with a single food prefab that pulls healing information from ItemResource Added Cooking Recipes and "Unknown Mess" food item which is crafted when using an invalid recipe Cooking Pot now has progress bar Moved all Tile-related WorldPanels into the WorldPanels folder Added CookingStationPanel for overworld progress view
7 Days Ago
SCSS calc tests for bare literal values, variables UI: Push root values between building style and cascaded PreLayout Treat worldpanels as layers
7 Days Ago
stage progress
7 Days Ago
Swimming
7 Days Ago
Add vector3.InverseLerp Add Collider.FindClosestPoint( p )
7 Days Ago
Expose Achievement.Score, resolves Facepunch/sbox-issues#6585
7 Days Ago
Only provide SourceLocationAttribute on primary class declarations, fixes "Open Component.Partial.cs", resolves Facepunch/sbox-issues#6612
7 Days Ago
Remove mock GameObject/Prefab code from managed MapEntity Add CMapGameObject map node with managed counter part that wraps a GameObject Hammer world's Scene uses HammerSceneEditorSession Add HammerManagedInspector that can take over if it likes the MapNode. We only like MapGameObject for now Run Scene.EditorDraw() on MapView for gizmos, remove old Entity.DrawGizmos Hammer: Create GameObject Test option More explicit HammerEvents Managed map node callback interface, a little convoluted because of mapdoclib <-> hammer <-> managed. But this is easier to do callbacks and can return values And the managed side Serialize/deserialize CMapGameObject CMapGameObject::GeneratesEntityModelGeometry() Expose CMapGameObject JSON to MapBuilder via IHammerMapLoader Collect CMapGameObjects, compile them into scene.json inside the vpk and let MapInstance load them (Very hacky code needs cleaning up) MapWorld.Scene sets a Scene.Source in an attempt to make AG happy Tie Meshes to GameObject button Add def for CMapNode.GetRootDocument() ActionGraph source location refactor Add MapSourceLocation, fix editing action graphs in .vmap files Check for MapSourceLocation in ActionGraphView Open source map when inspecting graph from .vmap Parent action graph editor to hammer window if editing map graph Push AG serialization options when saving map game object Makes sure we replace any cached versions of graphs Implement setting HammerSceneEditorSession.HasUnsavedChanges Fix action graphs from maps not caching correctly Only OpenContainingResource if not already open
7 Days Ago
Sometimes ManifoldPoint->Impulse is nan, I don't know if that's expected Add Rigidbody.Touching - which returns a list of triggers that it's currently touching Prevent leaving triggers early when you have multiple colliders - I don't enjoy the amount of complexity this adds
7 Days Ago
Whitelist System.Int128 sbox-issues/issues/6627
7 Days Ago
Proper TAA, option for spartial or temporal blur
7 Days Ago
"Current Project" in Asset Browser is actually the current project, though this is probably already fixed in the new asset browser Resolves Facepunch/sbox-issues#6614
7 Days Ago
Read input config when changing input settings, resolves Facepunch/sbox-issues#6590, Facepunch/sbox-issues#6599
7 Days Ago
This conveyor isn't perfect, we're exploring
7 Days Ago
Intro area updates with water