242,997 Commits over 3,867 Days - 2.62cph!
merge from DuplicateGUIDFix
merge from SBToolCupboard
merge from travelling_vendor_restock_change
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Leaderboard backup, run #
12895
Make F5 and F6 editor binds window-exclusive instead of application-wide
Force F1-F12 shortcuts to invoke properly when focused on Game tab.
Move static Shortcuts that were on static class to the scene viewport (so you need to have it in focus)
Set ObjectEditorTool alias back to "object". Resolves Facepunch/sbox-issues#6040
Fixed W,E,R binds not working for object tool being set automatically
Made F3 Shortcut type Window instead of Application.
Added EditorShortcuts.IsDown. Added binds for scene movement (W,A,S,D,Q,E) so they can be rebound in the editor.
Make net_debug work in game
Only fire global input handlers once at app-level
Only if static shortcut actions have no widget target, fallback to window and exclude from swallowing behavior
memset LightIndexMapping so it doesn't contain junk
Add TargetOverride to ShortcutAttribute so you can target a certain widget type from another class. Useful for tools/extension classes.
Make Grid Shortcuts to type Window. Make mesh editor binds target SceneViewportWidget so the binds only register when focusing the scene viewport AND when in the correct tool.
Bin Shortcut
Move scene shortcuts back to static class now that they work properly (ty sol)
Fix NRE for non-english layouts
Add filtering and sort options to upload wizard
https://files.facepunch.com/tony/1b3111b1/sbox-dev_QolpF2YDXn.png
Clear usage data on list update
Cubemap Fog can be tinted, takes tint from main skybox as well https://files.facepunch.com/sam/1b3111b1/XWpxvX189A.png
sky.shader: g_flBrightnessExposureBias and g_flRenderOnlyExposureBias makes no sense when there's tint, barely any existing skyboxes used it properly
Update SkyBox2D component to apply tint to IBL environment probe
https://files.facepunch.com/sam/1b3111b1/G0298YogbO.png
Fix black cubemap fog on hammer
Don't swallow shortcuts on same widget.
Make all tool shortcuts target the SceneViewportWidget
Update PackagePopup to show the information in a much cleaner way
https://files.facepunch.com/CarsonKompon/2024/July/31_13-50-DeliciousSora.png
Show how many assets/icons would be rebuilt when right clicking a folder. Don't show option at all if there are no assets in the folder.
https://files.facepunch.com/CarsonKompon/2024/July/31_16-20-StaidMonkfish.png
Do the same thing with right clicking anywhere in the asset browser (for the current folder)
Draw Camera Speed Overlay in Scene Viewport when changing the speed with mouse wheel
https://files.facepunch.com/CarsonKompon/2024/July/31_16-58-MonstrousIrishredandwhitesetter.mp4
Added Clear button to Editor Keybinds (allowing you to remove binds)
https://files.facepunch.com/CarsonKompon/2024/July/31_18-00-EmbarrassedHoki.png
Fix `video` getting called twice from F6 bind
Invoke shortcuts when focused on a line edit if the shortcut has a CTRL or ALT modifier (Fixes CTRL+S in a textedit)
Add EditorShortcuts.BlockInputs. Block Shortcuts while right/middle clicking on Scene Viewport.
Added "Current Project" to Special group in Asset Browser
https://files.facepunch.com/CarsonKompon/2024/July/31_19-14-MindlessEnglishpointer.png
Added Drag-and-Drop support to Folders in the Asset Browser
https://files.facepunch.com/CarsonKompon/2024/July/31_19-25-SmoggyIndianrockpython.mp4
Added support for renaming folders via the Asset Browser.
Clicking and Dragging Folders in the Asset Browser now updates the asset so it is reflecting the new path.
Can now resize Editor Keybinds window to see the full list
Can now move multiple files from File Explorer into Asset Browser in one drag
Prevent dragging into same folder
Prevent merging folders into current directory when dragging
Include revision with error report
Updating SDL2
Don't cull baked lights
Remove these sdl headers from vpc
Set light index mapping if we have a bake light index
Fix shortcuts like Ctrl+Z in ActionGraph
@CarsonKompon let me know if this isn't the right solution here
Make TreeView item renaming more explicit, share same rebindable shortcut
Pretty up shortcut hints a bit
Add more context menu shortcut hints
Make frame selection behaviour more consistent
Don't send Ctrl+C/V/X shortcuts when in a text field (since you probably only wanna do that in the text field). Resolves Facepunch/sbox-issues#6057
Be a bit more explicit with CTRL+C/V/X so other shortcuts work.
Don't use Shortcut as type "Window" when forcing Shortcut . Fixes F5 not being called when game view is in focus.
Added shortcut for pause (CTRL+F5)
Unset light index mapping uses blank light constants to kill off the light
Determine major Key Names from NativeKeyCode before anything else. Fixes non-english keyboard layouts (Facepunch/sbox-issues#6044)
Make CTRL+A in Asset List a Shortcut
Add CTRL+A shortcut to Select All in scene
Added warning icon to Editor Keybind widget with tooltip telling you if two binds share the same key(s).
https://files.facepunch.com/CarsonKompon/2024/August/01_13-28-InfiniteHarvestmouse.png
Make Asset Browser use Editor binds since they have no reason to be separate.
Added Position slider to Gradient Editor widget. Also added Delete shortcut.
https://files.facepunch.com/CarsonKompon/2024/August/01_14-22-HalfMoth.mp4
Removed some empty functions now that they have been moved to Keybinds
Branch for experimenting and fucking around with networking w/ diagnostics
Test trying to reduce packet sizes a lot
Only do parent rpc if we're network root
Change order here
Go back to reliable test
Test
Reduce initial size
Test unreliable again
Unreliable transform updates test
Prevent calling Msg_ClearInterpolation for ourselves
Fix
drop older updates
Fix
Remove this log
When flushing pending updates before RPC calls - send reliable transform update
Move net stats drawing out into system
Only flush pending updates on reliable RPCs
Some docs
Don't call set parent if we called the rpc
Call these flags Transmission maybe
Some refactor, try to branch out with convar where possible
Make internal for now
Remove net_experiment convar
Network protocol++
Send if unreliable anyway - should be acceptable it'll either drop or not
FPArms: added "Only_Weapon_no_IK" weightlist
Merge branch 'master' into game-exporting2
Fix RpcTarget.PlayerAndSpectators NRE if the player is invalid
Fixes nexus transfers erroring out when removing players from their team
v_spaghellim4: 'first shell reload' animation + added support for 'classic' b_reload
https://files.facepunch.com/maxlebled/1b0211b1/sbox-dev_2024-08-02_03-19-43.mp4
cleanup
Merge branch 'master' of sbox-ss1-scene
cursor TimeSinceMoveStartResolving
pointer3_small
Minor edit - unassigned launch_site from MonumentIsland's PlaceMonument script, since having a monument assigned causes Unity to load it when the GameObject is clicked on (and Launch Site is huge).
Fixed motorbike speedometer not working when reversing
FPArms: added "Only_Weapon_no_IK" weightlist
Merge main -> TrainDecouplingImprovements
Flame explosive orientation tweak for code review.
Branch for experimenting and fucking around with networking w/ diagnostics
Test trying to reduce packet sizes a lot
Only do parent rpc if we're network root
Change order here
Go back to reliable test
Test
Reduce initial size
Test unreliable again
Unreliable transform updates test
Prevent calling Msg_ClearInterpolation for ourselves
Fix
drop older updates
Fix
Remove this log
When flushing pending updates before RPC calls - send reliable transform update
Move net stats drawing out into system
Only flush pending updates on reliable RPCs
Some docs
Don't call set parent if we called the rpc
Call these flags Transmission maybe
Some refactor, try to branch out with convar where possible
Make internal for now
Remove net_experiment convar
Network protocol++
Send if unreliable anyway - should be acceptable it'll either drop or not
Send if unreliable anyway - should be acceptable it'll either drop or not
Remove net_experiment convar
Various post playtest fixes.
message panel stuff
custom cursors
Fixed fire mode switch sound being replicated
Rocket type visual consistency & napalm effect.
Change the in game news to use FP.Flexbox - should fix all the random layout issues we get
Also adds better ultrawide support by not letting it stretch across your entire screen
Show the server time,HH:MM format
Working alarms, let power pass through when ringing
Removed some empty functions now that they have been moved to Keybinds
Added Position slider to Gradient Editor widget. Also added Delete shortcut.
https://files.facepunch.com/CarsonKompon/2024/August/01_14-22-HalfMoth.mp4
Replace calls to DDraw.Line with Graphicss.RenderMesh of a MeshTopology.Lines mesh, greatly reducing GC pressure
Added warning icon to Editor Keybind widget with tooltip telling you if two binds share the same key(s).
https://files.facepunch.com/CarsonKompon/2024/August/01_13-28-InfiniteHarvestmouse.png
Make Asset Browser use Editor binds since they have no reason to be separate.
Hide mat_reduceparticles warning in VBSP
Do not reset $lightmap if the engine didn't set it in the first place.
Fixed performance degradation with lots of static props
Combine `isFlushing` and `invalid` bools into single `disposed` bool
Add `UsePooling` convar that allows you to turn pooling on and off for bulk uploaders
- default to false to help debug why multiple types of events are uploaded to the same file
Include serverid in uploaded path so we can see which server is sending errors inside ingest failures
Exploring the parenting of bikes to the back of scrappy to see if its even feasable
Added jungle door, window bar blockouts. More wall kit work.
Make CTRL+A in Asset List a Shortcut
Add CTRL+A shortcut to Select All in scene
Bear ragdoll prefab update, changed various colliders and character joint angles.
player update. editing rocket launcher anims to match viewmodel
Reduce navmesh draw allocs again
updates to player animation controller (walk e & w hooked up wrong, timing speed set back to 1)
sar set to use rifle locomotion anims
spine settings for some entities