243,147 Commits over 3,898 Days - 2.60cph!

3 Months Ago
exported wolf run hit left and right animations
3 Months Ago
Elevator vehicle merge -> main
3 Months Ago
Increased elevator floor colliders Hopefully prevent clipping off elevators
3 Months Ago
extra jutting cliff prefab
3 Months Ago
Interrupt sprint when trying to ADS
3 Months Ago
Do panel bind/parameter events when things change even if tree is empty, Facepunch/sbox-issues#5908 Custom panels that do stuff/populate from attributes etc should work again now, incl settings page
3 Months Ago
Clean: Review Feedback - Part 1 - Make scopes explicit with brackets - Get rid of System namespace prefix (as we declare that we use System's names) - Renamed `deepFree` defaulted arg into `freeElements` - FreeUnmanaged(MemoryStream) no longer sets Position anymore - Commented the API Tests: Built C+S target (as it's trivial build-only changes)
3 Months Ago
Only switch to picked up equipment that's in a lower slot Like don't switch to a picked up pistol if you've got a rifle out
3 Months Ago
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3 Months Ago
Populate Json reflection cache in Json.Initialize We were seeing some long frame times during first-time prefab instantiation caused by this
3 Months Ago
Entity Leak Fix -> Main
3 Months Ago
No network files needed for remote packages File download framework Add Connection.SendRequest<T> - allows async waiting for a response to a specific message, instead of routing through global handlers Request files loop
3 Months Ago
set mount pose to sit _DPV on DPV deployed prefab
3 Months Ago
Check if refill container move is unsuccessful. Delete to avoid memory leaking
3 Months Ago
Update: Removing FreeDynamic from Pool Reimplemented the 2 cases where it's used to work without losing information about the type (so we can use Free instead). This also gets rids of unnecessary allocations. Tests: Built all targets. Tried to test runtime (2p multipalyer), got confirmation that the server initializes but nothing hits it. In next CL I'll push out a unit test for ServerMgr, since it looks to be possible.
3 Months Ago
Switch player grabber back to physics body, just don't grab statics. Use IsValid checks because grabbed body can be deleted
3 Months Ago
re-enabling animation speeds for DPV
3 Months Ago
Fix some download toasts sticking around forever, and incorrectly displaying as cancelled
3 Months Ago
Added head.male.average
3 Months Ago
Fix warnings in ParticleVector3ControlWidget
3 Months Ago
Ignore colliders excluding player movements when running auto crouch
3 Months Ago
merge from EntityLeakFix
3 Months Ago
merge from main
3 Months Ago
merge from codelock_playerprefs
3 Months Ago
merge from dome_collider_fixes
3 Months Ago
merge from industrial_adaptor_movement
3 Months Ago
merge from SBToolCupboard
3 Months Ago
Revert "Add LargeNetworkFiles table" This reverts commit 7365c616af37ef1665abe4961344013815e89b70. Accidentally rebased master onto a branch - Metapyziks
3 Months Ago
Add LargeNetworkFiles table Respect JsonIgnoreAttribute when serializing component properties We were already checking it for fields
3 Months Ago
Update player_aces postpro prefab
3 Months Ago
merge from main
3 Months Ago
adjusted serverside player colliders while ragdolling
3 Months Ago
Add LargeNetworkFiles table
3 Months Ago
updated wording
3 Months Ago
jutting cliffs progress
3 Months Ago
merge from main
3 Months Ago
Merge from main
3 Months Ago
Add ParticleVector3
3 Months Ago
Support more than 1 gamepad input action with the same button
3 Months Ago
crustaceans upscaled and added transparency, fish swim prefabs (unused currently) , barnacles tiling first pass
3 Months Ago
Fix errors when first creating terrain, make sure it's all updated, don't render without storage Only recreate clipmap if we have to, this takes time to build
3 Months Ago
Created EditorKeybinds.cs with a few starting keybinds Move Keybinds into EditorPreferences since that makes more sense Add RegisterShortcuts() function whenever shortcuts are registered and use the EditorPreferences keybind instead of hardcoded string Added Editor Keybinds page to EditorPreferencesWindow Subscribe all RegisterShortcut voids to keybinds.update EditorEvent https://files.facepunch.com/CarsonKompon/2024/July/10_21-46-TautDuck.mp4 Create shortcut for EditorCycleViewMode Make Keybinds page scrollable, add Reset to Default button, and add Are You Sure popup to Reset button Use TitleAttribute for keybind names https://files.facepunch.com/CarsonKompon/2024/July/10_22-23-FakeGourami.png Add AllowModifiers to KeyBind widget, set to true for Editor Keybinds Page (Allows you to bind CTRL+SHIFT+ALT+Whatever) Some FileOption binds, but they dont auto-update yet. Will need to find a good way to do that for Option entries Call keybinds.update EditorEvent on Reset to Default Created EditorShortcuts.cs to eventually replace EditorPreferences.Keybinds Need to call this after EditorTypeLibrary is created Register shortcuts elsewhere and remove some option shortcuts Change default shortcut type Register shortcuts on hotload Convert some older shortcuts into the new [Shortcut] attribute Change shortcut defaults Update EditorShortcuts to include Identifier and Keys, including method to get current keys from overrides (player defined overrides) Display [Shortcut] shortcuts in Editor Keybinds page instead of EditorPreferences.Keybinds EditorShortcuts rebinding actually works now, much more lightweight than prior version Make user overrides save properly Get Name and Group properly, allow attributes to override. Get keys from shortcut name in Option.cs Allow non-static method shortcuts since there seems to be a good chunk of those Stop feeding shortcut to Options for now Fix size of Editor Keybinds page Fix using the wrong widget for non-static shortcuts Move EditorPreferences.Keybinds over to new [Shortcut] attribute system on each function Completely remove EditorPreferences.Keybinds Change name/groups for a few shortcuts Order categories by name in PageKeybinds Remove some debug logs Create Texture Editor and Actiongraph shortcuts Create ShaderGraph, Hotspot Editor and some more scene shortcuts Add GameObject/Transform shortcuts and fix static method issues. Made grid size shortcuts Window type instead of Widget type Make all the different editors share a few binds (So there's not a Copy,Cut,Paste,Undo,Redo,ect. per-editor) Make classes with [Shortcut] attribute properly rebindable (used for editortools) Cleanup shortcut groups Added individual Revert button when bind is different from the default https://files.facepunch.com/CarsonKompon/2024/July/12_08-54-UnimportantTarantula.mp4 Qt Option now takes shortcut ident (eg. "editor.undo") and internally resolves bind (eg. "CTRL+Z"), updating when changed. No longer registers shortcut internally when set. Shortcuts with Function Keys are always to editor even when Game Frame is in focus F3 and F5 editor commands are now Shortcuts like everything else Fix shortcut not displaying on Align To View option Fix SaveMixer being static Change "F5" -> "editor.toggle-play" on Play menu option Cache the overrides so we don't have to keep checking against EditorCookie Super minor cleanup Rename Name -> DisplayName so there's no conflict on KeybindPanel Fix ShortcutOverrides not loading properly Use CodeToString(ButtonCode) instead of the weird enum parsing I was doing.
3 Months Ago
Industrial storage adaptors no longer block player movement
3 Months Ago
Update fog.cubemap.scene
3 Months Ago
Leaderboard backup, run #12679
3 Months Ago
Wake touching when disabling a body, why would we not want to?
3 Months Ago
Some games rely on map having a collider
3 Months Ago
CollisionEventSystem has less reliance on Collider MapInstance uses SceneMap instead of Map so it can manage it's own collision. Build collision from physics group desc instead of using CreateAggregateInstance
3 Months Ago
Merge from block_dof_playback
3 Months Ago
Added DemoShotPlayback.BlockDofPlayback as a temporary tool to block the depth of field track in a shot