242,241 Commits over 3,867 Days - 2.61cph!

14 Days Ago
- Player rotation follows orientation of parabola flow. - More code structure cleanup. - Inject use level in vine utils
14 Days Ago
Code cleanup, all siege weapons now inherit from BaseSiegeWeapon
14 Days Ago
Merge: from main Tests: none
14 Days Ago
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15 Days Ago
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15 Days Ago
Refactor parabolic sampling into its own class. Remove cardinal spline code. Integrate porabola visualisation into the vine launch points. Remove old visualisation code,
15 Days Ago
Sync viewmodel deploy skip: Play anim on unholstering, not when swapping between pawns etc If we attempt to possess a pawn without a PlayerState, fallback to using local Fix suicide not working with bots Reverse layout of chatbox so input hints stay at the bottom
15 Days Ago
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And the managed side Serialize/deserialize CMapGameObject
15 Days Ago
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15 Days Ago
Battering ram prefab and code baseline Added BaseSiegeWeapon class, started to clean up prototype code
15 Days Ago
Updated Wooden Shield Textures Updated Wooden Shield World Model and View Model to have better strap positions
15 Days Ago
Iterate GTAO, use built in uint encoding for passes, all 3 passes work, workaround for dxc compiler bug with dot product with half floats
15 Days Ago
Merge: from requesttrees_spike Removes the "server_requesttrees" lag spike on player connect by spreading out the processing over the next frames. Server owners can disable this via `TreeManager.EnableTreeStreaming 0` and adjust it's performance via `PlayerBudgetMS`, `UpdateBudgetMS` and `CellSize` admin servervars. Tests: Booted Procgen 6k world - took ~3.5min to stream entire world to a player at 10 server fps, with no visual deterioration.
15 Days Ago
Rig V3 setup
15 Days Ago
more tweaks
15 Days Ago
Cardinal Splines offering little improvement with increased complication. Lets fake a porabola instead
15 Days Ago
hero styles
15 Days Ago
Correctly hide some gizmos planks material changes
15 Days Ago
Hero, sidebar, styles
15 Days Ago
Restrcting player seeds to single model for now
15 Days Ago
Update: Log TreeManager's treaming grid dimension on init - Available as part of Network level 1 logging Tests: booted in editor with server-only mode
15 Days Ago
Cells get unloaded gracefully when world is cleared / destroyed
15 Days Ago
Fix warnings Use every ICellLoader in the scene, not just the first Document ICellLoader Document CellIndex, change property order
15 Days Ago
Merge: from main Tests: editor boot
15 Days Ago
Initial work to try out Cardinal Splines: - Setup minimal tension values (basically Catmull-Rom) - Movement adjustments
15 Days Ago
Update: Use RustLog instead of debug log in TreeManager - Also fixed a minor bug that would not display full timing accuracy for old method - Moved logs to level 1 of Network (was 2) Tests: enabled network logs and tried with tree streaming enabled/disabled
15 Days Ago
Update: adding doc string to Pool.FreeUnmanaged(ref Stopwatch) Tests: none, trivial change
15 Days Ago
Optim: avoid StopWatch allocations via Pooling Tests: on Craggy flew out until only impostors visible
15 Days Ago
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15 Days Ago
exported wolf swim animation
15 Days Ago
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15 Days Ago
Make it easy to drag onto input plugs again Nicer behaviour dragging to / from reroute nodes
15 Days Ago
Clean: updated a comment implying a potential bug - it was wrong Tests: none, trivial change
15 Days Ago
Initial Assets have colors - these all suck right now, will go back through and pick some less sucky colours later Preview tweaks Search widget Asset popup, will turn this into something more tooltip-oriented later Split left / split right Chips from tags Tweak styling, move current project to top of asset locations list Implement chip tag filtering Initial cloud browser, separate from asset browser Initial tabbed asset picker w/ both local and cloud assets Rebase fixes Use ContextMenu Asset type picker entries are now handled by AssetBrowser/CloudBrowser Open up asset locations https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_mXx146R80H.png Add all types to cloud browser Can only select one cloud asset type at once (or it'll mess with facets etc.) https://files.facepunch.com/alexguthrie/1b0211b1/sbox-dev_1BIcVF3lFI.mp4 Order modes Add cloud browser to hammer Asset browser defaults to project assets path Update view mode icon when scrolling Disable Parent Directory button if we're in project assets root PathWidget fixes, separate segment update Remove AssetBrowserLocation.FromPath, unused Run OnPathEdited at the end of AssetBrowser ctor so we can disable Parent Directory button if needed Remove AssetPopup, we're just overcomplicating things for no reason there Directory context menu Clean up asset list entries Remove unused, hook up AssetLocations.OnFolderSelected Invoke events Clean up Implement asset picker If a picked asset is a cloud package then stick the ident in the search bar in the asset picker Rather than going to .sbox/blablabla Renames, deletes, duplicates handled by IAssetListEntry CloudBrowser cleanup Ended up not using any of this, get rid PackagePopup: show tags, word wrap NRE fix Fix warnings Drag-drop Open folder context menu in blank space Show asset type color in tag picker Don't wipe facets if there aren't any to replace them with, or if we don't find any packages at all Smaller add button, rename to new Delete flat view, doesn't make sense - I think most people were just using it for searching Fix double-clicking on assets & packages Fix history menu Show cloud browser in default layout Fix searching by type Tidy up Re-add super basic version of `t:vmdl`, `t:vmat`, etc. https://files.facepunch.com/alexguthrie/1b0811b1/sbox-dev_yUjxPKGytb.mp4 Cloud browser sidebar Clean up cloud browser nodes Installed filter Implement Everything & Recents
15 Days Ago
Polish on catapult. Fixed missing material slot on catapult entity
15 Days Ago
Update: TreeManager's grid is defined by cell size - Exposed via TreeManager.CellSize convar (takes effect at boot only) - Reorganized code a smidge to reduce how scattered a bunch of info was Tests: On craggy connected with 2nd player and flew out until only impostors were visible.
15 Days Ago
Implement Everything & Recents
15 Days Ago
Add EditorUtility.RestartEditor, RestartEditorPrompt
15 Days Ago
Add editor prompt which restarts the editor when changing parent game / target game
15 Days Ago
Add optional arguments onto `ddraw.text` command to modify distanceFade & zTest
15 Days Ago
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
15 Days Ago
JsonIgnore Resource.IsValid
15 Days Ago
Menu camera animation Mask on wobble flag material
15 Days Ago
Fix USP/s viewmodel missing bodygroups
15 Days Ago
reinforced wooden shield viewmodel
15 Days Ago
Bring back player body and gun shadows, fix floating equipment shadows
15 Days Ago
M700 rebake with correct triangulation
15 Days Ago
achievements